Legendary Resistance (3/Day). If Zilsetu fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Zilsetu is an innate spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +5 to hit with spell attacks). Zilsetu has the following spells prepared:
Cantrips (at will): poison spray
1st level (at will): animal friendship (can only be used on snakes)
1st level (once per day): unseen servant
2nd level (twice per day): suggestion, mirror image
Exceptional Evasiveness. Zilsetu does not provoke opportunity attacks unless she is forcibly moved by the effect of a spell, an effect of the terrain, or another creature.
Magic Resistance. Zilsetu has specialized Null Alloy bracers, giving her advantage on saving throws against spells and other magical effects.
Multiattack. Zilsetu makes three attacks with her longsword.
Poisoned Longsword. Melee Weapon Attack: +10 to hit, reach 7 ft., 1 target. Hit: 11 (1d8 + 8) slashing damage plus 7 (2d6) poison damage.
Sedative Dart. Ranged Weapon Attack: +7 to hit, range 10/30 ft., 1 target. Hit: 5 (1d4 + 2) piercing damage. On a hit, the target must make a DC 17 Constitution saving throw or be poisoned for the next hour. While poisoned, the creature's movement speed is halved, and it suffers disadvantage on attack rolls and Dexterity and Strength saving throws. At the start of each of its turns, the creature can choose to repeat the saving throw, ending the effect on a success.
Rapid parry. Zilsetu shifts into a defensive stance to protect herself from martial attacks. Zilsetu adds 5 to her AC against up to two melee attacks that would hit her. To do so, Zilsetu must see the attacker and be wielding a melee weapon.
Null Alloy bracers (Durability 6). In response to a spell attack that would hit her, Zilsetu defends herself using her Null Alloy bracers, completely blocking the effect of the spell attack. If the spell is of 5th level or below, defending against it reduces the durability by 1. If the spell is of 6th-8th level, defending against it reduces the durability by 2. If the spell is of 9th level, defending against it reduces the durability by 3.
Zilsetu 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. She regains spent legendary actions at the start of her turn.
Longsword. Zilsetu makes one poisoned longsword attack.
Mirror Image. Zilsetu casts the mirror image spell.
Blade Dance. (Costs 3 Actions). Zilsetu moves rapidly in a dance of furious strikes, attacking up to six targets within a 60-foot radius that she can see. She moves to each target, making two attacks with her poisoned longsword, repeating the process with each successive target, then moves up to her movement speed.
Description
Zilsetu's past remains largely a mystery. A Yuan-Ti pureblood who began working as a contract killer in the far eastern countries. She is capable both with the blade and with a massive array of poisons. These poisons are administered carefully, mixed in various doses to get exactly the result she wants.
For more complicated jobs, Zilsetu occasionally is accompanied by a group of doppelgangers who help her sneak into various locations by posing as locals or officials.
Occasionally, she arms her dopplegangers, using them to create conceal her identity while attacking or gain an advantage in numbers. When she does this, each doppleganger is armed with a sword like the one she uses and makes one attack with it per round.
To conceal her recognizable snakelike eyes, Zilsetu has been known to wear helmets, veils, hoods, and even contact lenses. She typically infiltrates an area dressed like a local but tries to avoid showing much skin to avoid recognition of her features and scale patches.
To protect herself from spellcasters, Zilsetu has equipped herself with a pair of bracers made from Null Alloy, a magic-resistant blend of lead and adamantine that is very difficult to forge. The bracers passively give her advantage on saving throws against spells and other magical effects. In addition, she can use her reaction to block a spell attack with the bracers, depleting their durability but completely blocking the effects of any one spell attack. If the bracers fall to 0 durability, they break and are no longer usable. The broken pieces can be later reforged (at great expense) into a new set. If the bracers would fall to negative durability, they break and Zilsetu takes half damage from the spell attack.
Lair and Lair Actions
Given time to prepare, Zilsetu can rig an area with traps to slay her targets. This area could be anywhere: a room, a building, a spot between several trees; any place that allows her to conceal traps and have an escape route. Below are ideas and suggestions for various traps that Zilsetu can use.
Lair Actions
On initiative count 20 (losing initiative ties), Zilsetu takes a lair action to cause one of the following effects; Zilsetu can’t use the same effect two rounds in a row:
- Dart trap. Up to three target creatures must make a DC 17 Dexterity saving throw or suffer the effects of Zilsetu's Sedative Dart attack. A creature who fails its Dexterity save must still make the Constitution saving throw for the effects of the poison.
- Smoke bomb. Zilsetu sets off a series of smoke bombs. The smoke is thick and heavily obscures an area with a 40 foot radius centered on a point of the DM's choosing. Zilsetu will typically activate this as a means of escaping when her life is threatened.
- Falling debris. Zilsetu sets off a trap that drops large items from above (branches, rocks, furniture, whatever matches the area). All creatures within a 15 foot cube centered on a point of the DM's choosing (please choose ahead of time) must make a DC 15 Dexterity saving throw or take 4d10 bludgeoning damage.
- Noxious mist. Zilsetu sets off a trap releasing a noxious vapor. The effects of the vapor mimic those of the stinking cloud spell for all creatures except Zilsetu who need to breathe.
- Poisonous mist. Zilsetu releases a gaseous toxin that spreads to a radius of 15 feet. All creatures that start their turn within or move into this mist must make a DC 18 Constitution saving throw or take 10d10 poison damage, or half as much on a successful save.
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