Large Celestial, Chaotic Evil
Armor Class 20 Light
Hit Points 465 (30d10 + 300)
Speed 45 ft.
STR
18 (+4)
DEX
20 (+5)
CON
30 (+10)
INT
16 (+3)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws CON +19, WIS +16, CHA +19
Damage Resistances Bludgeoning, Necrotic, Piercing, Radiant, Slashing
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight, Passive Perception 25
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Lady Misfortune. Any creature that Beshaba is aware of within 120 ft must make a DC (whatever their spell casting modifier is, WIS if they don't have one) 20 saving throw or else all rolls are rolled with disadvantage or advantage as Beshaba sees fit. They must do this at the beginning of each of their turns. All attack rolls from over 120 ft are at disadvantage.

Butter Fingers Any Creature that lands a hit on Beshaba with a melee weapon must pass a DC 18 DEX saving throw or drop their weapon and become disarmed. A creature disarmed this way can pick their weapon back up with a bonus action.

 

 

 

 

 

Actions

Multiattack.  Makes 2 whip attacks.

Whip Attack. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit:  23 (4d4 + 15) slashing damage plus 32 (7d8) radiant damage.

Bonus Actions

Beshaba's Curse ranged spell 60 feet *concentration With a bonus action, Beshaba can cast this curse on one individual. The target must pass a Wisdom Check (DC 18). Upon failure the target falls under the curse they no longer have any positive modifiers on rolls. In addition, you critically fail on a 2 as well as a 1, and can not land a critical hit.

Reactions

Bad Luck (Recharge 5-6) If a creature makes successful roll of any kind, she can use this reaction to cause that success to be a failure.

Trip. Beshaba makes one creature trip that is making a moving action trip. They must pass a DC 18 Dex saving throw or fall prone.

Legendary Actions

Beshaba 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. Beshaba regains spent legendary actions at the start of its turn.

Attack. Beshaba makes one Whip attack

Unlucky Warp (Costs 2 Actions). Beshaba teleports any creature other than herself to a space she can see.

Move Beshaba moves her max walking speed.

Description

Beshaba (), or Lady Doom as she is also known, is the chaotic evil intermediate deity of accidents, bad luck, misfortune, and random mischief . She demanded worship to keep her bad luck at bay. Her aim in life was to destroy her sister Tymora, or Lady Luck. She also takes delighte in cursing others

Lair and Lair Actions

Beshaba's Tower

Lair Actions

On initiative count # 20, Beshaba takes a lair action to cause the following effect

  • Creature must make a DC 10 CHA saving throw or else become charmed by Beshaba

Regional Effects

  • At the back of Beshaba's throne room is a giant black D20 Crystal Die. While this Crystal Die is intact all creatures inside her tower have their successful and failed rolls reversed. The Crystal has an AC of 20 and 300 HP.

If Beshaba dies, these effects vanish immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2022 4:29:37 PM
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2
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3/4/2022 4:36:08 PM
55
0
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3/4/2022 4:58:17 PM
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KroyLeumas39

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