Sul Khatesh Assumes Control (Recharges after a Short or Long Rest). If Zandria would be reduced to 0 hit points, her current hit point total instead resets to 1 hit point, she recharges her 5th level spell slots, she regains any expended uses of Legendary Resistance, and gains 75 temporary hit points. Additionally, Zandria can now use the Consume Magic legendary action during the next hour, and the number of temporary hit points she has resets to 75 temporary hit points at the start of each of her turns. Award a party an additional 13,000 XP (26,000 XP total) for defeating Zandria after Sul Khatesh Assumes Control activates.
Disheartening Strike. When Zandria hits a creature with an attack using the Acheron Greatsword, she can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of her next turn. The creature ignores this effect if it’s immune to the frightened condition. She can use this property 3 times per day.
(Eldritch) Smite. When Zandria hits a creature with a melee weapon attack, she can expend a 5th level spell slot to deal an extra (6d8) force damage to the target
Magic Resistance. Zandria has advantage on saving throws against spells and other magical effects.
Pact Magic. Zandria is an 18th-level spellcaster. Her spellcasting ability is Charisma(spell save DC 18, +10 to hit with spell attacks). Zandria has the following warlock spells prepared, and regains the spell slots on a short rest:
Cantrips (at will): chill touch, mage hand, prestidigitation, shocking grasp, toll the dead
5th level (4 slots): fireball, banishment, synaptic static, scrying, armor of agathys, counterspell, dispel magic, fire shield, hallow, banishing smite
Zandria can cast the following spells a number of times per day without expending a spell slot.
1/day: mental prison, crown of stars *, maddening darkness, psychic scream
*Zandria casts these spells on herself before combat.
Multiattack. Zandria makes 2 melee weapon attacks with her Acheron Blade, four spell attacks with her fiendish blast, or one melee attack and two spell attacks.
Acheron Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 9) slashing damage.
Fiendish Blast. Ranged Spell Attack: +10 to hit, range 120 ft., two targets. Hit: 11 (1d10+5) force damage.
Hurl Through Hell (1/Day). When Zandria hits a creature with an attack, she can use this feature to instantly transport the target through the lower planes. At the end of her next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage. Once she uses this feature, she can't use it again until she finishes a long rest.
Assume Control. Zandria can assume control of While she assumes control of an adjusted, it has an additional 10 hit point health regeneration per turn and access to the Fiendish Blast Legendary action and gains one legendary action. Additionally, the Intelligence, Wisdom, and Charisma stats of the Adjusted are replaced by Zandria's
Crown of Stars. Since crown of stars is already cast before combat, she can shoot one of her stars as a bonus action.
Parry. Zandria adds 5 to its AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
Zandria can take 2 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. Zandria regains spent legendary actions at the start of its turn. Fiendish Blast. Zandria makes two Fiendish Blast attacks
Attack. Zandria makes a weapon attack
Move. Zandria moves up to her speed without taking opportunity attacks.
When Zandria changes form, she gains another legendary action, for a total of 3. Additionally, she gains access to a new Legendary Action:
Consume Magic (Costs 2 Actions). Sul Khatesh targets a creature within 120 feet of her who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Sul Khatesh gains 5 temporary hit points per level of that spell.
Description
Zandria
Tactics:
Before any fight with her, as soon as one of her Adjusteds is attacked, she will assume control of it, meeting the party nice and early. She will learn form this encounter, and continue to use Scrying on the party to learn about them, finding out who is the strongest and weakest. She will find the most powerful one/most threatening one and target them with Mind Prison after hitting them with the Acheron Blade (to give them disadvantage on the saving throw)
Afterwards, things like Synaptic Static and Psychic Scream are good follow-ups to deal massive damage to the party early on. She will absolutely use Psychic scream when 2 or so enemies have the disadvantage from the blade applied to them.
Since she has so few spell slots, the only time she wants to use Eldritch Smite is if a melee attack is a crit.
Eldritch Smite + Hurl Through Hell. I'm putting these here because they apply to melee attacks, so she would want to use these on legendary actions. Again, she will only smite if the attack is a crit. She will use Hurl Through Hell if she needs a particularly thorny enemy gone for a round.
She wants to use her legendary actions to make her melee attacks, since she wants to cast spells with her action.
With regards to spells, she wants to use her spells on her turn.
Cantrips: Don't.
Fireball and Synaptic Static: Most have a better dex than Int. When she is scrying on the party, she will try to find out which one will be more effective. These will be her bread and butter while fighting, though she only has the 4 slots, so probably only use 2 for these spells and save 2 for flexibility.
Banishment: Basically a last resort. Since so many other things require concentration, she would only use this as a a last resort against a particularly bad opponent, and even then, only when the creature has disadvantage. She would rather use Banishing Smite on a creature.
Scrying: Flavor mostly, but useful for letting Zandria understand the party before they wreck her shit.
Armor of Agathys + Fire Shield: If, while scrying, she sees that most people are melee, she might cast this and fire shield to protect herself. If you rule this way, there's a chance Zandria has Armor of Agathys up without using up a precious spell slot since it has a pretty long duration. and she gets her spell slots back on a short rest
Counterspell + Dispel Magic: She'd rather use her resistance and/or tank the damage to save those spell slots. But if she has slots remaining after 50% HP or a big spell is coming her way early on, a counterspell or dispel magic may be worthwhile.
Hallow: Flavor.
Banishing Smite: When Mental Prison ends, Banishing Smite might be extremely useful, since it deals damage and auto-banishes low HP targets, which this spell will help create.
1/day spells:
Mental Prison: Use this immediately after applying disadvantage on the saving throw or after applying Synaptic Static (or preferably both) on the most lethal person in the party. Disadvantage and an 18 to save is kinda bonkers. This might keep them out of the fight, and is probably the best usage of your concentration. Normally, you would either focus fire them down or leave them be. However, synaptic static and psychic scream allow for both.
Crown of Stars: This should be up 24/7. Use this on Zandria's bonus action until its gone.
Maddening Darkness: This is the escape option. She doesn't have dimension door, teleport, or any of that stuff, so this is a last resort, especially since it hurts Zandria too
Psychic Scream: Yeah. This one deals damage. Be afraid. Use this one before using the spell slots, since a spell slot is actually more useful than a 9th level spell (counterspell)
Lair and Lair Actions
Zandria's Lair is her lab. While in her lab, she can summon 1d4 Minion Adjusteds, and poison from her vats and pipes leaks in a gas, dealing 2d6 poison damage to all within 10 feet of it. There are 4 pipes, so roll a d4 to see which pipe leaks
Previous Versions
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