Aura of Fear. Creatures entering within 30ft of Vaermina for the first time must make a DC 18 WIS Saving throw or be Frightened. Once a successful save is made the creature is immune to this effect for 24 hours.
Skull of Corruption. It starts with 10 charges and regains 1d10+2 at dawn. You may expend one charge to deal 2d10 psychic damage to any target of your choice within 120 feet of you. If you spend at least 1 hour during another person's rest performing a dream thieving ritual, the damage increases to 4d10 for 24 hours.
Innate Spellcasting. Vaermina's spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). They can innately cast the following spells, requiring no material components:
At Will: sleep, chill touch (20th Level), tasha's mind whip, dissonant whispers, disguise self, dream
3/day: synaptic static, power word pain, mislead
1/day: psychic scream, weird
1/week: mirage arcane
Skull of Corruption. You may expend one charge to deal 12(2d10) psychic damage to any target of your choice within 120 feet of you. If you spend at least 1 hour during another person's rest performing a dream thieving ritual, the damage increases to 4d10 for 24 hours.
Sleep Strike. Melee Weapon Attack: +11 to hit, reach 10 ft. Hit: 16 (2d8 + 8) psychic damage.
Vaermina has a pool of 3 legendary actions that refreshes at the start of their turn.
Innate Spellcaster (Costs 1 Action). Vaermina cast's one of their at will spells.
Skull of Corruption (Costs 2 Actions). Vaermina can attack a creature in range with the Skull of Corruption.
Dream Theif (Costs 3 Actions). Vaermina gains power from the dreams and nightmares of those around them. In a 60ft Radius creatures must succeed on a Wisdom Saving Throw DC 16 or suffer 30(5d10) psychic damage or half on a succesful save. Vaermina heals for half of the damage taken.
Description
Vaermina's physical appearance is usually that of a female mage, complete with a flowing robe with deep sleeves and a magic staff. She rules the plane of Oblivion known as Quagmire, which is described as a constantly shifting nightmare realm. She is one of the Daedric Princes that is consistently depicted as evil or demonic, with a strong preference for psychological torture. At the same time, Daedra worshipers will often pray to her just before sleeping, likely in hopes of warding off any potential meetings during their rest.
Vaermina is often said to be strongly connected with Magnus, the source of magic on Tamriel. Many scholars believe that, through their dreams, even otherwise magically-untalented mortals can slip into Quagmire, and behold Vaermina's presence. Upon speaking to her, Vaermina will explain that mortals visit her constantly in their nightmares, speak to her in their sleep, and often wake in a cold sweat upon leaving her presence. Most mortals are unaware of this meeting, however, as they cannot remember anything that occurred during their dreams. After a true, remembered encounter with the Daedric Lord, her followers often claim that nothing on Nirn holds any fear for them, as nothing can possibly be as frightening as being in Vaermina's presence.
Lair and Lair Actions
Vaermina's lair is a dark throne room with massive ebony pillars before a large amethyst throne. The fog of The Quagmire is dense here with the constant screams of its denizens echoing through its halls.
Lair Actions
On initiative count 20(losing initiative ties), the Vaermina takes a lair action to cause one of the following effects; Vaermina can’t use the same effect two rounds in a row:
- The screams of the Quagmire grow into a massive crescendo, all creatures in the lair must make a DC 13 CON Save or be Deafened.
- The fog of the Quagmire thickens. The area of Vaermina's throne room becomes heavily obscured. It lasts until the next turn or until a wind of moderate or greater speed (at least 10mph) disperses it.
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