Devil's Sight. Magical darkness doesn’t impede Glasya’s darkvision.
Confusion Aura. Any creature hostile to Glasya that starts its turn within 20 feet of Glasya must make a DC 21 Charisma saving throw, unless Glasya is incapacitated. On a failed save, the creature suffers the affects of the confusion until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Glasya's Confusion Aura for the next 24 hours.
Magic Resistance. Glasya has advantage on saving throws against spells and other magical effects.
Magic Weapons. Glasya's weapon attacks are magical.
Innate Spellcasting. Glasya's spellcasting ability is Charisma (spell save DC 21). Glasya can innately cast the following spells, requiring no material components:
At will: alter self, bestow curse, geas, major image, suggestion
1/day each: feeblemind
Legendary Resistance (3/Day). If Glasya fails a saving throw, she can choose to succeed instead.
Regeneration. Glasya regains 10 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Glasya dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Multiattack. Glasya attacks twice with her whip. She can substitute Touch of Death for one of these attacks.
Whip of Despair. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 22 (2d4 + 8) piercing damage and the target must make a DC 21 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (2d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 35 (10d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Touch of Death. Glasya targets one humanoid she can see within 30 feet of her. The target must succeed on a DC 21 Constitution saving throw or become infected with a disease on a failed save. This disease only takes affect after the target creature long rests. Corruption fills the creatures mind and body as both begin to deteriorate. During this time the target is poisoned and every time the creature finishes a long rest it takes 13 (2d12) necrotic damage that reduces the creatures maximum hit points by the damage taken.
Teleport. Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.
Glasya 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. Glasya regains spent legendary actions at the start of her turn.
Enchantress (Costs 2 Actions). Glasya casts any one of her spells on her innate spellcasting list.
Teleport. Glasya uses her Teleport action.
Whip of Despair. Glasya uses her Whip of Despair action.
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Posted Sep 15, 2020I notice the words “Zariel” and “Vampire” both used here. I assume the abilities of those creatures were used as reference?
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Posted Sep 16, 2020Haha whoops, yeah just copied those over!