The Doctor Is In. Viktra scores a critical hit with a weapon attack against humanoids on a roll of 18–20.
Keen Mind. Viktra’s AC includes her Intelligence modifier.
Legendary Resistance (2/Day). If Viktra fails a saving throw, she can choose to succeed instead.
Physician. As a bonus action, Viktra can stabilize a dying humanoid or beast within 5 feet of her. A creature that is stabilized by her also regains 9 (1d10 + 4) hit points. A creature that regains hit points in this manner can’t gain them again until it finishes a short or long rest.
Surgical Strike (1/Turn). Viktra deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Viktra that isn’t incapacitated and Viktra doesn’t have disadvantage on the attack roll.
Multiattack. Viktra makes two attacks with her scalpel.
Scalpel. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is restrained or paralyzed, this attack deals an extra 7 (3d4) piercing damage.
Anesthetizing Injection. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage. The target must succeed on a DC 16 Constitution saving throw or become unconscious for 1 hour or until it takes damage or a creature within 5 feet of it uses an action to shake it awake.
Numbing Injection. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can’t take reactions and has its movement speed halved. The target can repeat its saving throw at the end of its turns, ending this effect on a success.
Paralytic Injection. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage. The target must succeed on a DC 16 Constitution saving throw or be paralyzed for up to 1 minute or until it takes any damage. The target can repeat its saving throw at the end of its turns, ending the effect on a success.
Uncanny Dodge. Viktra halves the damage that she takes from an attack that hits her. Viktra must be able to see the attacker.
Viktra can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Viktra regains spent legendary actions at the start of her turn.
Scalpel. Viktra makes one attack with her scalpel.
Move. Viktra moves up to her speed without provoking opportunity attacks.
Injection (Costs 2 Actions). Viktra makes an attack with her Anesthetizing Injection, Numbing Injection, or Paralytic Injection.
Lethal Injection (Costs 3 Actions). Viktra stabs the target with a needle. The target must make a DC 16 Constitution saving throw, taking 22 (4d10) poison damage on a failed save or half as much on a successful one. If the target fails its saving throw, it is poisoned for 1 minute.
Description
Viktra Mordenheim, Darklord of Lamordia, is a mad scientist celebrated in the Lands of the Mist but reviled in her home world. She ordinarily has the statistics of a spy. Unlike the other two fragile, spy-based Darklords—Ivana Boritis and Ivan Dilisnya—Mordenheim is best kept closer to her original interpretation. She is not a warrior, but a creator of horrors. Still, this supplement does its best to ensure she can prove interesting in a battle and can survive for more than a single round against adventurers that decide to finally strike down Lamordia’s Darklord.
Lair and Lair Actions
Viktra can use lair actions while she is in her laboratory at Schloss Mordenheim as long as she isn’t incapacitated. The DC for saving throws imposed by these lair actions are determined by her statistics: DC 14 at Tier I and DC 16 at Tier II. On initiative count 20 (losing initiative ties), Viktra can take one of the lair action options below, or forgo using any of them in that round. Viktra can’t choose the same lair action twice in a row.
• Viktra unleashes a jar of 1d4+1 crawling claws that obey her commands and act on initiative count 20.
• An animate, detached arm reaches out from behind a shelf or other opening. It targets a creature of Viktra’s choice within 5 feet of it, making a grapple check (+8 to succeed). A creature grappled by the arm is also restrained.
• Viktra pulls back a curtain hiding an animate but disembodied medusa’s head whose petrifying gaze has been dulled by chemical injections. One creature of Viktra’s choice within 10 feet of the head must succeed on a Constitution saving throw or be stunned for 1 minute. The creature can repeat its saving throw at the end of its turn, ending the effect on a success.
• Viktra unleashes a cloud of laughing gas to which she is immune. The 15-foot-radius cloud originates at a point of her choice within 30 feet of her. Creatures in the gas when it appears must succeed on a Constitution saving throw or fall prone and become incapacitated for up to 1 minute. While incapacitated, a creature shrieks with laughter. At the end of each of its turns, and each time it takes damage, a creature can make another Constitution saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the effect ends







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