Traits. Ahst has the following traits. (DM Note - Traits are identifiers that dictate specific tactics within the fight.)
- Ruthless (Selective) - Ahst will try kill downed enemies that have demonstrated an alignment that is not lawful or not good (i.e., an enemy that exhibits an alignment that is lawful or good will not be subject to this trait).
- Equilibrium - Ahst has abilities that heal or buff enemies and amplify her own abilities, and abilities that damage or debuff enemies but dampen her own abilities.
- Improved Comb - Ahst has abilities that synergize with eachother. Improved combo allows the DM to actively try to set up these combinations, up to three levels deep.
Initiatives. Ahst has two initiatives. She also has "Combat" abilities that can be used in any initiative. The Grace initiative will always occur first (minimum initiative 10). The Retribution initiative occurs on Grace -5 in the initiative order.
- Combat
- The Heavens' Judgment.
- The Heavens' Blessing.
- Purge Cowardice.
- Spellcaster.
- Grace
- Blessed Boon.
- Hope.
- Retribution
- Purity's Price.
- Despair.
- Combat
- The Heavens' Judgment. As an Action, Ahst makes two melee weapon attacks with her maul (+7 to hit, 2d6+4 bludgeoning damage). If both melee weapon attacks hit a single target, the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.
- The Heavens' Blessing. As an Action, Ahst makes can cast the cure wounds as a ranged spell on an enemy creature within 15 ft. The creature is healed for the amount rolled, and the next time Ahst uses The Heavens' Judgment each melee weapon attack deals radiat damage equal to the amount healed.
- Purge Cowardice. As a reaction, whenever an enemy creature leaves Ahst's threat range, they must succeed on a DC 14 Charisma saving throw or their movement speed is immediately reduced to zero and on their next turn they can only take an Action, a Bonus Action, or a Movement action.
- Spellcaster. Ahst is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +7 to hit with spell attacks). It has the following cleric spells prepared:
- Cantrips (at will): mending, sacred flame, spare the dying, toll the dead
- 1st level (4 slots): guiding bolt, inflict wounds, healing word, shield of faith
- 2nd level (3 slots): lesser restoration, prayer of healing, silence, spiritual weapon
-
3rd level (3 slots): dispel magic, revivify, spirit guardians
- Grace
- Blessed Boon. As a bonus action, choose an enemy creature within 30 ft. That creature is now affected by the bless spell. For each creature affected by Blessed Boon, Ahst also receives one instance of the bless spell. This effect stacks. A creature can choose to end the effect by using an Action to make a DC 12 Wisdom saving throw.
- Hope. As an Action, Ahst can confer advantage to all enemy creatures within 30 ft. on their next attack roll against Ahst. An enemy can choose to attack with advantage or not. For each creature that uses the advantage conferred by Hope, Ahst can make one additional melee weapon attack on her next use of the Heavens' Judgment.
- Retribution
- Purity's Price. As a Bonus Action, choose an enemy creature within 30 ft. That creature is now affected by the bane spell. For each creature affected by Purity's Price, Ahst takes a d4 of necrotic damage at the start of each Retribution initiative. This effect stacks. A creature can choose to end this effect by using an Action to make a DC 12 Wisdom saving throw.
- Despair. As an Action, Ahst can confer disadvantage to all enemy creatures within 30 ft. on their next attack roll against Ahst. An enemy can choose to attack with disadvantage or not. Each creature that successfully hits Ahst having made the attack with disadvantage, will deal an additional 10 damage.
Improved Reaction. Ahst has one reaction per initiative.
Attack of Opportunity. Ahst can use a reaction to make an attack of opportunity against an enemy creature that attempts to leave threat. This attack is consider one melee weapon attack using the Heavens' Judgment.
Purge Cowardice. As a reaction, whenever an enemy creature leaves Ahst's threat range, they must succeed on a DC 14 Charisma saving throw or their movement speed is immediately reduced to zero and on their next turn they can only take an Action, a Bonus Action, or a Movement action.
Comments