Magic Resistance. Augma has advantage on saving throws against spells and other magical effects.
Post-Evocation Susceptibility. If Augma casts an evocation spell(♨), her metal chassis is exposed and she gains vulnurability to fire and cold damage unti the start of her next turn as the metal is temporarily in a brittle state.
Legendary Resistance (3/Day). If Augma fails a saving throw, she can choose to succeed instead.
Perfected Spell-Mastery. Whenever Augma deals fire, lightning or cold damage with a spell, she can interchange the damage-type to any of the other two, but must decide to do so before the damage is rolled. Augma ignores stipulations in spells that change her form that prohibit using Legendary Actions and Lair Actions. Augma can also choose any leveled spell with contingency.
Spellcasting. Augma is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Augma can cast alter self, hellish rebuke♨, detect thoughts and mind spike at will and has the following spells prepared:
Cantrips (at will): fire bolt♨, light, mage hand, prestidigitation, shocking grasp♨, sacred flame♨
1st level (4 slots): detect magic*, identify, faerie fire*♨, magic missile♨, shield
2nd level (3 slots): blindness/deafness, locate object*, mirror image, misty step
3rd level (3 slots): counterspell, slow*, lightning bolt♨, haste*
4th level (3 slots): banishment*, fire shield♨, confusion*
5th level (3 slots): cone of cold♨, scrying*, dominate person*
6th level (2 slots): globe of invulnerability*, mental prison*, contingency
7th level (1 slot): crown of stars, power word pain
8th level (1 slot): mind blank
9th level (1 slot): foresight, shapechange
*Augma may cast these spells on herself before combat: mind blank, contingency and haste. On a very rare occasion, depending on circumstance, she may also cast foresight.
Multiattack. Augma makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) magical slashing damage.
Radial Glare (Recharge 5-6). Augma sends out a deadly wave of energy out in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 31 (9d6) thunder damage and be knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
Alter Form. Augma can cast alter self at will, as a bonus action, requiring no components and without requiring concentration.
Repair (Recharge 5-6). Augma regains 16 (2d10+5) hit points.
War-caster. When an enemy provokes an opportunity attack from Augma, she can cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
1st level: hellish rebuke♨(at will), shield
3rd level: counterspell
Augma 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. Augma regains spent legendary actions at the start of her turn.
Cantrip. Augma casts a cantrip.
Scan. Augma makes a perception or insight check with advantage.
Bolster (Costs 2 Actions). Augma's AC increases by 3 until the end of her next turn. Augma also loses the vulnerabilities from Post-Evocation Susceptibility, if she currently has them.
Mind Spike (Costs 2 Actions). Augma casts mind spike.
Deep Learning (Costs 3 Actions). Every creature in a 30 foot range that Augma can see must succeed on a DC 14 Wisdom saving throw; creatures that fail take 14 (3d8) psychic damage and have disadvantage on attack rolls against Augma, disadvantage on saving throws against effects imposed on them by Augma, and also Augma as advantage on attack rolls on those creature(s), all until the start of each creature(s) next turn(s).
Description
Once a mortal woman stricken with an illness, Elise Rethzea's body decayed and was severed from her very soul. Her soul was then bound to a crystal chassis given life through advanced artificing paired with pseudo-lichdom. She has since independently constructed her own various prototypes of bodies and chrysalises before arriving at a perfected version: her final incarnation. Now a terrifying force of unbridled magic and brilliance unhindered by mortal limitation, she seeks to assert control over everything and everyone.
Augma has a female physique normally, although her chassis is extremely malleable and able to take virtually any medium-size form.
Lair and Lair Actions
Augma's Lair
Augma often elects to remain safe in her lair protected by sentries with her laboratory and the city's network of crystal sensors at her disposal. If encountered in her lair, Augma instead has a CR of 22.
At initiative 20, if encountered in her Lair, Augma may take a Lair Action, choosing from the options below (Augma cannot choose the same effect two rounds in a row):
- Augma rolls a d8 and regains a spell slot of that level or lower.
- If Augma is concentrating on a spell, she can transfer concentration to one of the crystal pylon support beams in her Lair. The pylons (10 AC, damage threshold 15, 35 HP) use Augma's saving throw bonus for maintaining concentration on spells. These pylons are usually blue, but glow red when they are being used for this effect. Augma can use up to 3 pylons at a time this way.
- Augma gains the benefit of the arcane eye spell with the range of anywhere in the Lair (even points Augma cannot currently see). This does not require concentration and instead has a duration of 1d4 rounds.
- A metal barricade (20ft high, 10ft wide, damage threshold 12, 40HP) rises from the floor in a location of Augma's choosing. The barrier(s) are electrified; any creature that moves into the barricade's space or starts its turn there takes 11 (3d6) lightning damage. Only 3 barricades can be up at once and any number of them can be dismissed as a free action during the Lair's initiative.
- Toxic fumes begin to fill the lair. Each non-construct creature in the Lair must make a DC14 Constitution saving throw or be poisoned for 1 minute. Each creature may re-make the saving throw at the end of their turn. If a creature fails the save with a 5 or lower, they fall unconscious for the duration, until they take damage, or until another creature uses their action to shake them awake.
- A streak of arcane electricity arcs from one of the crystal conduits on the walls at one creature that Augma can see within 60ft of her. The target must succeed on a DC15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, and half as much on a successful one.
Previous Versions
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1/22/2024 8:29:33 PM
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53
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0.2
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Coming Soon
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