Legendary Resistance (3/day). If Selene fails a saving throw she can choose to succeed instead.
Magic Resistance: Selene has advantage against saving throws from spells and magical effects.
Dreadbolt Volley: At the start of Selene's turn's, she unleashes a volley of necrotic energy against each creature she can see within 60ft. Each creature must make a DC 17 Constitution saving throw or take 2d10 necrotic damage on a failed save and half as much on a success.
Turn Immunity. Selene is immune to effects that turn undead.
Multiattack: Selene makes three attacks with her rapier or two attacks with her hand crossbow.
Rapier: Melee Weapon Attack, 5ft Reach; +10 to hit, one target. Hit: 1d8+5 piercing damage plus 2d6 cold damage.
Hand Crossbow: Ranged Weapon Attack, 30/120ft range; +10 to hit, one target. Hit: 1d6+5 piercing damage plus 1d10 cold damage.
Cut & Thrust (Recharge 5 or 6). Selene moves with immense speed attacking up to 5 targets within 30ft of her. Each target must make a DC 17 Dexterity saving throw, taking 5d10 piercing damage on a failed save or half as much damage on a successful one. Selene then moves to an unoccupied space within 5ft of one of the targets she struck, this movement does not provoke opportunity attacks.
Selene can take the Disengage or Dash action as a bonus action.
Duelists Riposte: When a creature misses Selene with a melee attack, she can use her reaction to make one melee weapon attack against that creature. On a successful hit Selene gains +2 AC bonus until the start of her next turn.
Countess Selene 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 creatures turn. Countess Selene regains spent legendary actions at the start of her turn.
- Rapier (1 action): Countess Selene makes one attack with her rapier.
- Hand Crossbow (1 action): Countess Selene makes one attack with her crossbow.
- Dance Till You Die (2 actions): All creatures within 60ft of the countess must make a DC 17 Wisdom saving throw. On a failed save creatures begin to dance uncontrollably; a dancing creature must use all its movement to dance without leaving its space and has disadvantage on all dexterity saving throws and attack rolls made whilst under this effect. The effect lasts for 1minute or until a creature makes a successful Wisdom save against the effect as an action.
Lair and Lair Actions
On initiative count 20 (losing initiative ties) Countess Selene takes a lair action to cause one of the following effects; but cannot use the same effect two rounds in a row.
- Danse Partner: Countess Selene summons a ghostly echo of herself in an unoccupied space within 15ft of her. The echo can move up to 30ft has an AC 19, 1 hit point and is immune to all conditions and area of effect damage. The echo takes its turn immediately making one attack against a target. The attack has a 5 ft reach, +10 to hit, one target. Hit: 2d6 psychic damage and the target is pushed 15ft away. The echo remains until it is destroyed or until a new echo is summoned as a lair action.
- Hold Pose: Countess Selene targets one creature he can see within 60ft, the target must succeed on a DC 16 Wisdom saving throw or become Stunned until the start of the next lair action.
- Danse Macabre. Selene summons up to 5 skeletons or zombies that rise from the ground within 60ft of her. They share Selene's initiative, taking their turns immediately after hers. They remain until destroyed and Selene can have no more than 5 undead summoned by this ability at a time.
Previous Versions
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9/23/2022 7:30:56 AM
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10/6/2022 2:41:46 PM
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12/27/2022 2:58:18 PM
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