Banishment. When Glasya’s hit points drop to 0, her body is destroyed but her essence travels back to her domain in Malbolge, and she is unable to take physical form for a time.
Confusion Aura. Any creature that Glasya chooses within 20 feet of her must make a DC 25 Wisdom saving throw or become affected by the effect of the confusion spell. A creature may repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If the effect ends for a creature, it becomes immune to Glasya’s aura for the next 24 hours
Innate Spellcasting. Glasya’s spellcasting ability is Charisma (spell save DC 25, + 17 to hit). Glasya can innately cast the following spells, requiring no material components:
Legendary Resistance (3/day). If Glasya fails a saving throw, she can choose to succeed instead.
Increased Resistance. Glasya has advantage on all saving throws (Cloak of resistance)
Magic Weapons. Glasya’s weapon attacks are magical
Reactive. Glasya can make two reactions per round
Regeneration. Glasya regains 30 hit points at the start of her turn
Multiattack. Glasya casts two at will spells or makes three melee weapon attacks with Nettle, Spite or Bleed
Nettle. Melee Weapon Attack: + 16 to hit, reach 5 feet, one target. Hit: 11(2d6 + 5) slashing damage and 11 (2d6 + 5) poison damage and the target becomes poisoned for 1 minute
Tormented Soul: If Glasya kills a creature using Nettle as the last hit, she can trap the target’s soul in the dagger sending it into a world of excruciating torment. While she has a soul in the dagger she can force another creature that she hits with it (recharge 6) to make a DC 25 constitution saving throw or link part of the trapped soul’s suffering to the target and paralyze it until her next turn. Glasya can also ask the soul any question but the soul is not forced to respond truthfully. There can only be one soul trapped inside the dagger at a time. Where Glasya to trap another souls, the soul that was already inside the dagger dagger would be freed.
Spite. Melee Weapon Attack: +16 to hit, reach 10ft. Hit: 13 (2d6 + 7) bludgeoning damage, and 13 (2d6 + 7) piercing damage. On a hit, Glasya can force the target to make a DC 25 wisdom saving throw (recharge 5-6) or charm them. The target can repeat the saving throw at the end of each of it’s turns ending the effect on a successful save. If the effect ends, the creature becomes immune to this effect for the next 24 hours
Bleed. Melee Weapon Attack: +16 to hit, reach 5ft. Hit: 12: (2d6 + 6) slashing damage. In addition, in a successful hit add a bleed counter to the target of the hit. After the third counter, the target must make a DC 25 Constitution saving throw or suffer from a blood loss effect and take 3/20 of its max Hp plus an additional 9 (3d6) slashing damage
Diseased Touch. Melee Weapon Attack: +16 to hit, reach 5 feet, one target. Hit: The creature must make a DC 25 Constitution saving throw or become diseased. A diseased creature takes one level of exhaustion at the start of each of its turns. A creature may repeat the saving throw at the end of each of its turns, stopping the progression of the effect on a successful save, but previously attained levels of exhaustion remain. If a creature succeeds on the saving throw, it becomes immune to the effect for the next 24 hours
This is an extremely contagious disease. At the end of each of the diseased creatures turns, all creatures within 10 feet of the diseased creature become dormant infected with the disease. After 10 days of being dormant, the dormant creature must make make a DC 25 Constitutional saving throw or become diseased as well.
Dormant creatures are not affected by the effects of the disease, but they can still infect others
Chains of Despair (recharge 5-6). Glasya causes chains to rise from the ground in a 30 foot radius, 50 foot high area that she can see within range. Each creature in that area must make a DC 25 strength or Dexterity saving throw, or become restrained by the chains and pulled to the ground (taking falling damage if in midair).
Description
Objetos Magicos
- Ring of protection: +1 to AC and saving throws while wearing it (not included in the stats)
- Cloak of resistance: Advantage on saving throws while wearing it
- Ring of Invisibility: Becomes invisible while wearing it
- Nettle: Dagger: poison damage, tormenting soul effect
- Spite: Chain scourge, enchantment effect
- Bleed: Short sword, blood loss effect
Lair and Lair Actions
While on Malbolge, Glasya gains the following attributes:
- Glasya can use legendary resistance 4/day
- Glasya can use 4 legendary actions
- Glasya has advantage on attack rolls
- Glasya rolls a critical hit on a natural 19-20
Lair Action
On initiative count 20 (losing initiative ties), Glasya can take a layer action to cause one of the following effects; she can’t use the same effect two rounds in a row.
- Glasya teleports to any location in Malbolge
- Glasya causes a 20 foot radius, 20 foot deep pit of poisonous thorns to manifest from a point within 120 feet of her. Anyone falling into the pit takes 7 (1d6 + 4) bludgeoning damage, 16 (4d8) piercing damage and must make a DC 25 Constitution save or take 16 (4d8) poison damage. In addition, if creature starts its turn in the pit, it must make a DC 25 constitution saving throw, taking 16 (4d8) piercing damage on a failure or half as much on a success
- Glasya targets one creature that she can see within 240 feet of her. The creature must make a DC 25 Wisdom saving through taking 11 (1d10 +6) psychic damage on a failed save or half as much in a success. If the creature fails its wisdom saving through, it must then make a DC 25 Constitution saving through or receive the effect of the corruption of Malbolge. Creatures that are infected take 5 psychic damage at the start of each of their turns, and the effect lasts untik either they leave Malbolge, Glasya removes it or a greater restoration or equally powerful magic removes it
- Glasya targets one creature that she can see within 150 feet. The target takes 5 psychic damage and it must make a DC 25 Wisdom saving throw. On a failure, the creature’s wisdom and charisma scores become 1 until the end of its next turn. The creature cannot cast spells while under the effect of the curse of Malbolge
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