Medium Humanoid (Human), Chaotic Neutral
Armor Class 13 natural armor
Hit Points 75 (15d8 + 15)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
12 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws INT +7, WIS +6
Skills Arcana +7, History +7
Senses Passive Perception 13
Languages Abyssal, Celestial, Common, Deep Speech, Infernal
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Trainee Necromancer. Whenever Rushia deals necrotic damage from a spell, she gains additional hit points equal to half the damage done.

Fandead. Whenever Rushia casts animate dead she may target an additional corpse or pile of bones, creating an additional zombie or skeleton as appropriate. Undead created by Rushia have an additional 9 hit points and a +3 to damage rolls.

Hololive 3rd Generation. Rushia may cast Raise Deadon Hosho Marine, Shiranui Flare, Shirogane Noel, and Usada Pekora for no material cost. She may otherwise cast Raise Dead for half its normal material cost (i.e. requiring a diamond worth only 250 gp).

Heavy Metal Necromancer (1/ day). On her turn, Rushia may enter a rage, giving an ear piercing shout of fury as she does so. Upon entering a rage, all creatures within 30ft of Rushia must make a DC17 Constitution saving throw, taking 28 (8d6) thunder damage on a failed save, or half as much damage on a succesful one. While raging, Rushia has advantage on all Strength and Constitution skill checks and saving throws. She also gains resistance to non-magical bludgeoning, slashing, and piercing damage, if she does not have it already. She cannot concentrate on any spells for the duration, but gains advantage on all attacks or spells targeted at hostile creatures. At the end of each of her turns while she is raging, Rushia must make a DC25 Wisdom saving throw. On a success, the rage ends, and Rushia is no longer subject to any of these effects. On a failure, the rage continues.

Rushia's Pets (1/day). Rushia calls upon her pets to aid her. She magically summons up to four fiends, aberrations, beasts, or monstrosities of CR1/2 or lower. The summoned creatures arrive in 2 (1d4) rounds and act as Rushia's allies, obeying her instructions. These creatures will remain for up to an hour, at which point they will seek out methods to harm themselves above all else until they are killed.

Spellcasting. Rushia is an 10th level spellcaster. Her spellcasting ability is Intelligence (spell save DC15, +7 to hit with spell attacks). Rushia has the following spells available:

At will: Chill Touch, Find Familiar, Mage Hand, Prestidigitation, Minor Illusion, Toll the Dead

1st Level (4 slots): False Life, Mage Armor, Ray of Sickness

2nd Level (3 slots): Ray of Enfeeblement, Blindness/Deafness

3rd Level (3 slots): Animate Dead, Summon Undead, Speak with Dead, Dispel Magic, Fear, Vampiric Touch

4th Level (3 slots): Blight, Shadow of Moil, Stoneskin

5th Level (2 slots): Danse Macabre, Raise Dead, Enervation

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 20/60 ft., one target. Hit 4 (1d4+3) piercing damage.

Smash (Only available during rage). Melee Weapon Attack: +6 to hit, range 5ft., one target. Hit8(1d12+3). Deals double damage to objects.

Mythic Actions

 

 

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