Evasive. Vine Eyes takes half damage on failed Dexterity saves, and no damage on a success. In addition, attacks of opportunity are made at disadvantage against her.
Like Water. Vine Eyes regains a legendary action or her reaction the first time on a turn when an attack misses her.
Flow State (Mythic Trait; Recharges after a Short or Long Rest). If Vine Eyes is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she regains 193 hit points and gets a second action on each of her turns.
Legendary Resistance (5/Day). If Vine Eyes fails a saving throw, she can choose to succeed instead.
Adapt Stance. Each round, Vine Eyes must select a stance as an action. If she has not chosen each stance at least once this combat, she must choose one she has not yet chosen.
- Body Stance: Vine Eyes has advantage on all saves, and takes no damage on a successful save of any kind.
- Mind Stance: A creature that targets Vine Eyes with an attack or hostile effect for the first time on a turn must make a DC 20 Charisma saving throw or reveal one secret or weakness they wish to keep hidden from her.
- Spirit Stance: Vine Eyes rolls three d20s. Until the end of her next turn, she may replace any D20 roll made by her or an opponent she can see with one of these rolls.
Multiattack: Vine Eyes makes five attacks with her clawed staff.
Clawed Staff: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 6) slashing or bludgeoning damage. If Vine Eyes Mythic Trait is active, this weapon does an additional 14 (4d6) poison damage.
Zephyr Passage. Vine Eyes begins a graceful dance of smooth, flowing strikes in rhythm. Until the beginning of her next turn, whenever a melee attack misses her, she may make a staff attack against the attacker. If she takes 20 damage from a single source this action is interrupted and she is knocked prone.
The Merchant's Kiss (recharge 5-6). One target within 10 feet must make a DC 20 Constitution save, made with advantage by creatures immune or resistant to poison. On a failure, the creature loses all resistance or immunity to poison damage. In addition, the creature suffers the poisoned condition. At the beginning of each of their turns, they take 1d6 damage to a physical stat of their choice. Then, if that stat is 2 or less they fall prone and their movement speed becomes zero. If a stat is reduced to 0 by this damage, the creature dies and begins to dissolve, completely disintegrating over the next hour. This reduction lasts until the completion of a long rest. An affected creature may repeat this save at the end of their turn.
Unnerving Deflection. As a reaction, Vine Eyes may make a contested attack roll against a ranged attack that would hit her. If she beats the opposed attack roll, she takes no damage from it.
Destroy Weapon. As a reaction, Vine Eyes may make a contested attack roll against a melee attack that misses her. If she beats the roll by ten or more, the weapon is shattered, unless it is a Very Rare or rarer magic weapon. Vine Eyes may use this ability only if her Mythic Trait is active.
Vine Eyes can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Vine Eyes regains spent legendary actions at the start of her turn.
Poison Caltrops (Costs 2 Actions). Vine Eyes moves up to fifteen feet with a whirling flourish, dropping poisoned caltrops in a 5ft area as she goes. A creature can spot them with a successful DC 15 perception or investigation check. A creature that enters this space must make a DC 15 Dexterity save or stop moving and take 1 piercing and 21 (6d6) poison damage. The creature's movement is reduced by 10 ft until it receives at least 1 point of healing.
Ascending Strike. Vine Eyes makes a clawed staff attack. If it hits, that creature must make a DC20 Strength saving throw or move 15 feet in any direction Vine Eyes chooses. If they are flung upward, they do not fall until the beginning of their turn, or until Vine Eyes takes this action again.
Descending Strike (Costs 2 Actions). Vine Eyes makes a separate clawed staff attack against each airborne creature within 15 feet. If the attack hits, the target immediately hits the ground, taking fall damage as though they fell from twice the height.
Sweep. Each creature within 10 feet of Vine Eyes must make a DC 20 Dexterity save or be knocked prone. As part of this action, Vine Eyes moves up to 15 feet, either before or after.
Rend Armor. Vine Eyes makes a clawed staff attack. If it hits a creature wearing armor or a shield, their AC is reduced by 2.
Vicious Strike (Costs 2 Actions). Vine Eyes makes a clawed staff attack. The target must make a DC 15 Constitution saving throw, rolling on the major injuries table on a failure.
Relentless Strike (Costs 3 Actions). Vine Eyes moves fifteen feet in a straight line, then executes a series of rapid, light strikes. Vine Eyes makes three clawed staff rolls, which the target may contest those with attack rolls of their own, then the target makes a DC 10 CON save or be stunned for a turn. The DC increases by 5 for each contest that Vine Eyes won. Attacks that the target won the contest have their damage halved.
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