Medium Humanoid (Human), Chaotic Neutral
Armor Class 20 (Hazewalker Plate, Skymetal Shield)
Hit Points 110 (18d6 + 36)
Speed 30 ft., fly 30 ft. (Winged Boots)
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws INT +11, WIS +8
Skills Arcana +11, History +11, Investigation +11, Perception +8
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 18
Languages Common, Draconic, Dwarvish, Elvish, Giant, Primordial
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Arcane Recovery. Once per day when Ryan Greymere finishes a short rest, she can choose expended spell slots to recover - up to a combined level of 9, and none of the slots can be 6th level or higher.

Arcane Ward. Once per long rest, when she casts an abjuration spell of 1st level or higher, Ryan Greymere can create a magical ward on herself that lasts until she finishes a long rest. The ward has 41 max HP, and takes damage instead of her until it reaches 0 HP. Whenever she casts an abjuration spell of 1st level or higher, the ward regains HP equal to twice the level of the spell.

Projected Ward. When a creature that she can see within 30 ft. of her takes damage, Ryan Greymere can use her reaction to cause her Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Abjuration. When Ryan Greymere casts an abjuration spell that requires her to make an ability check as a part of casting that spell, she adds her proficiency bonus to that ability check.

Spell Resistance. Ryan Greymere has advantage on saving throws against spells and resistance against the damage of spells.

Spell Mastery. Ryan Greymere can cast chosen 1st level and 2nd level spells at their lowest level without expending a spell slot when she has them prepared. If she wants to cast either spell at a higher level, she must expend a spell slot as normal.

  1. Disguise Self
  2. Invisibility

Lightly Armored. Increase your STR or DEX score by 1. You gain proficiency with light armor. (Dexterity Score)

Moderately Armored. Increase your Strength or DEX score by 1. You gain proficiency with medium armor and shields. (Dexterity Score)

Heavily Armored. Increase your STR score by 1. You gain proficiency with heavy armor.

Actions

Skymetal Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) magical piercing damage.

Spellcasting. Ryan Greymere is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Ryan Greymere can cast Disguise Self and Invisibility at will and has the following wizard spells prepared:

*Ryan Greymere casts these spells on herself before combat.

Description

Campaign: Dungeons of Drakkenheim
Once highly regarded within the Amethyst Academy, Ryan Greymere’s trailblazing research led to many early discoveries about delerium, and she designed many of the procedures used by the Academy to make magic items using the crystals. However, she shocked the Directorate by presenting a dramatic plan for the Amethyst Academy to overtly seize control of Drakkenheim by force. Such action would grossly overstep the Edicts of Lumen, but Greymere flippantly replied that the realms and clergy were in no place to actually enforce the Edicts anymore. As a result, she was branded malfeasant, disavowed by the Academy, and most insultingly, the Directorate took credit for her discoveries. She fled into Drakkenheimi, and now plans on gaining access to the Inscrutable Tower and continuing her research in private.
  Ryan Greymere is a human woman in her mid-forties. Armoured head to toe and wearing white robes, her spectral appearance has garnered her the moniker the “Iron Banshee”.

  • Personality Trait. Get to the point on a topic that excites me, or don’t waste my time.
  • Ideal. Only wizards can unlock the mysteries of delerium and protect the world from the Haze, but we cannot do that if we are hindered by the Edicts of Lumen.
  • Bond. I greatly miss my friends and colleagues in the Amethyst Academy, but I’m furious about the way I was treated by the Directorate.
  • Flaw. I’m not wasting my time with boot-licking fools looking to restore a worthless monarchy.

  Ryan Greymere is a human archmage who wears Hazewalker Plate, a Skymetal Shield, a pair of Winged Boots, and carries a Wand of Lightning Bolts. In addition to the spells she has prepared, her spellbook  contains Purge Contamination, Ride the RiftsOctarine Spray, and hundreds more.
  Survival in the Haze. Ryan Greymere uses the Magnificent Mansion spell each day to conjure a sanctuary where she can rest. She doesn’t keep living quarters in the theatre.
  Bound Elementals. Ryan Greymere’s elementals were conjured and bound to her service via Planar Binding and unquestionably obey her.

(New items and spells below.)

Hazewalker Plate

Armor (plate), very rare


Campaign: Dungeons of Drakkenheim

This plate armour includes a helmet and is hermetically sealed when worn. You gain the following benefits when it's worn and the helmet visor is closed:

  • You are immune to diseases and the poisoned condition, and gain advantage on saving throws against any effect that causes contamination.
  • You have resistance to necrotic and poison damage.
  • You don’t need to breathe.

Skymetal Shield

Armor (shield), uncommon (requires attunement)


Campaign: Dungeons of Drakkenheim

This shield is constructed from hammered meteoric iron and embossed with a delerium crystal. When you are hit with a melee or ranged attack while wielding this shield, you can use your reaction to absorb residual energy from the attack. You suffer damage and effects from the attack as normal, and the shield gains 1 charge. The shield can have a maximum of 5 charges. Unexpended charges are lost each day at dawn.
  As an action while wielding the shield, you can expend all its charges to release a forceful blast. Creatures within 10 feet of you must succeed on a DC 15 Constitution saving throw. On a failed saving throw, creatures in the area take 1d6 force damage for each expended charge, and are flung back 10 feet and knocked prone.

Purge Contamination


LEVEL                    CASTING TIME         RANGE/AREA                COMPONENTS

3rd                          1 Hour                        Touch                               V, S, M*
DURATION            SCHOOL                    ATTACK/SAVE              DAMAGE/EFFECT

Instantaneous      Abjuration                  None                               Healing


Campaign: Dungeons of Drakkenheim

Researching the Spell: A character who can cast 3rd level spells can research Purge Contamination. To complete the research, the caster must spend 6 days of downtime and 300 gp.
You apply alchemical fluids or holy water to a contaminated humanoid creature while reciting an exacting magical chant that expels eldritch contaminants from the target’s body. When you finish casting the spell, all contamination levels and mutations are removed from the creature. It then gains one level of exhaustion for each contamination level removed with this spell.
* - (100 gp of alchemical fluids or holy water, which the spell consumes)

Ride the Rifts


LEVEL                    CASTING TIME         RANGE/AREA                COMPONENTS

3rd                          1 Action                      Self 60 (ft)                      V, S, M*
DURATION            SCHOOL                    ATTACK/SAVE              DAMAGE/EFFECT

Instantaneous       Conjuration               DEX Save                        Lightning


Campaign: Dungeons of Drakkenheim

Researching the Spell: A character who can cast 3rd level spells can research Ride the Rifts. To complete the research, the caster must spend 6 days of downtime and 300 gp.

Contaminated Spell: When you cast this spell, you gain one level of contamination.
A stroke of eldritch lightning forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw. A creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. You then teleport to an unoccupied space you can see within the line’s area.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.
* - (a delerium fragment worth 100 gp, which the spell consumes)

Octarine Spray


LEVEL                    CASTING TIME         RANGE/AREA                COMPONENTS

7th                          1 Action                      Touch                              V, S, M*
DURATION            SCHOOL                    ATTACK/SAVE              DAMAGE/EFFECT

Instantaneous       Evocation                  CON Save                       Damage, Special


Campaign: Dungeons of Drakkenheim

Researching the Spell: A character who can cast 5th level spells can research Conjure the Deep Haze. To complete the research, the caster must spend 14 days of downtime and 700 gp.

Contaminated Spell: When you cast this spell, you gain one level of contamination.
Octarine rays of light flash from your hand. Each ray is a different colour and has a different power and purpose, see the table below. Each creature in a 60-foot cone must succeed on a Constitution saving throw. For each target, roll a d8 to determine which colour ray affects it

  1. Psychic. The target takes 20d6 psychic damage on a failed save, or half as much damage on a successful one.
  2. Necrotic. The target takes 20d6 necrotic damage on a failed save, or half as much damage on a successful one.
  3. Force. The target takes 20d6 force damage on a failed save, or half as much damage on a successful one.
  4. Radiant. The target takes 20d6 radiant damage on a failed save, or half as much damage on a successful one.
  5. Thunder. The target takes 20d6 thunder damage on a failed save, or half as much damage on a successful one.
  6. Confusion. At the start of each of its turns, the affected target uses all its movement to move directly towards the closest creature it can see. Then, the affected target uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the affected target does nothing this turn. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
  7. Contamination. At the start of each of its turns, the affected target gains one level of contamination. At the end of each of its turns, an affected target can make a Constitution saving throw. If it succeeds, this effect ends for that target, but any contamination levels gained remain.
  8. Special. The target is struck by an additional ray. Roll again twice. There’s no limit to how many additional rays can strike a single creature in this manner.

* - (a delerium fragment worth 100 gp, which the spell consumes)

Monster Tags: NPChumanoidHuman

Habitat: Urban

Keovar

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