Opalite Overcharge (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 her health resets to 100 temporary hit points. Her attack rolls, saving throws, and ability checks are made with advantage. Award a party an additional 13,000 XP (26,000 XP total) for defeating Zandria after Opalite Overcharge activates.
Disheartening Radiance. When Zandria hits a creature with an attack using a weapon Greatsword, she can use her own radiant power to 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.
Divine Smite. When Zandria hits a creature with a melee weapon attack, deals an extra (4d8) radiant damage to the target, in addition to the weapon’s damage. This damage is included with the weapon damage.
Spellcasting. Zandria is an 18th-level Paladin/Sorcerer multiclass. Her spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Zandria has the following spells prepared, and regains the spell slots on a short rest:
Cantrips (at will): sacred flame, light, mage hand, prestidigitation, mind sliver
1st level (4 slots): charm person, compelled duel, shield
2nd level (3 slots): misty step, zone of truth
3rd level (3 slots): counterspell, lightning bolt
4th level (3 slots): banishment, fire shield*
5th level (3 slots): dominate person, synaptic static, flame strike
6th level (1 slot): mental prison
7th level (1 slot): crown of stars*
*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.
Gilded Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 3d8 + 4) slashing damage.
Assume Control (Concentration). Zandria can assume control of an Adjusted 3.0. While she assumes control of an Adjusted 3.0, it gains access to the Cantrip Legendary action and gains one legendary action. Additionally, the Intelligence, Wisdom, and Charisma stats of the Adjusted are replaced by Zandria's. When a creature who Zandria uses the Assume Control action on falls to 0 Hit Points, they instead drop to 1 Hit Point and gain 50 temporary Hit Points at the start of each of its turns until it drops to 0 Hit Points again.
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 her 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.
Cantrip. Zandria casts a cantrip
Attack. Zandria can make a melee weapon attack.
Charge. Zandria charges forward and can move up to her movement without provoking opportunity attacks.
When Zandria changes form, she gains another legendary action, for a total of 3.
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 from this encounter, and continue to use Assume Control on to learn about the party, 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)
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