Special Equipement. Countess Sansuri wears a Bracers of Defense, she wields a +2 spear, and has her spellbook, which is a arcane grimoire, +1.
Fog Sight. Magical and nonmagical fog doesn't impede Sansuri's vision.
Greater Mind. Sansuri has advantage on saving throws against being charmed or frightened.
Keen Smell. Sansuri has advantage on Wisdom (Perception) checks that rely on smell.
Legendary Resistance (3/Day). If Sansuri fails a saving throw, she can choose to succeed instead.
Wind Aura. A magical aura of wind surrounds Sansuri. The aura is a 10-foot-radius sphere centered on Sansuri. The aura grants Sansuri half cover against ranged attacks, and all nonmagical flames inside the aura is extinguished. Sansuri can activate or deactivate the aura as a bonus action.
Multiattack. Sansuri makes three Spear or Wind Bolt attacks. She can replace one attack with one use of Fling or Spellcasting.
Spear, +2. Melee Weapon Attack: +15 to hit, reach 10 ft., range 20/60 feet, one target. Hit: 22 (3d8 + 9) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw, or be knocked prone.
Wind Bolt. Melee or Ranged Spell Attack: +11 to hit, reach 10 ft. or range 120 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw, or be pushed 10 feet in a direction Sansuri directs.
Fling. Sansuri tries to throw a Small or Medium creature within 10 feet of her. The target must succeed on a DC 21 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of Sansuri's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown.
Spellcasting. Sansuri casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19; 11 to hit with spell attacks):
At will: detect magic, fog cloud, gust of wind, light, mage hand, magic missile, prestidigitation
2/day each: arcane lock, fabricate (as an action), fly, gaseous form, hypnotic pattern, ice storm, invisibility, lightning bolt, telekinesis, unseen servant (the servant is huge sized, it has 20 strength, and has 50 hit points)
1/day each: bigby's hand, control weather (as an action), globe of invulnerability, Mordenkainen's sword, stoneskin, wall of force
Wrathful Tornado (Recharge 5-6). Sansuri conjures a magical tornado centered on a point she can see within 120 feet of her. The tornado is a 20-foot-radius, 60-foot-high cylinder. Each creature in the area must succeed on a DC 18 Strength saving throw. On a failed save, the creature takes 33 (6d10) bludgeoning damage, is pulled 20 feet towards the center, and is knocked prone. On a successful save, the creature takes half as much damage and suffers no other effects. After dealing damage, the tornado vanishes.
Sansuri 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. Sansuri regains spent legendary actions at the start of her turn.
Cloud Step. Sansuri teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see.
Spellcasting. Sansuri uses Spellcasting.
Arcane Barrier (Costs 2 Actions). Sansuri conjures a shimmering arcane barrier around herself. Sansuri gains 25 temporary hit points until the start of her next turn.
Suffocation (Costs 2 Actions). Sansuri targets one breathing creature she can see within 120 feet of her and removes the air in its lungs. The target must succeed on a DC 19 Constitution saving throw. On a failed save, the creature takes 22 (4d10) force damage and is restrained by air clenching around its neck as it is suffocating. A creature that is suffocating can repeat the saving throw at the end of each of its turns, on a failure, it takes 22 (4d10) force damage and continues to suffocate, on a successful save, the suffocation ends.
Description
Sansuri, a vainglorious cloud giant countess, is one of several cloud giant nobles who have retreated to their cloud castles and embarked on expeditions to map the present-day Sword Coast in search of long-lost Ostorian treasures and battlegrounds. Like archaeologists, they seek to uncover secrets of the past and retrieve relics of their ancient history to impress the gods. Sansuri, a powerful wizard, is searching for something more: a long-lost trove of dragon magic, hidden away by her ancestors. Once cloud giants knock storm giants from the pinnacle of the ordning, she plans to use her newfound magic to destroy her rivals as well as Hekaton's court. But the countess is not happy at present, because her search for the lost trove has not been going well. Frustrated, Sansuri has used powerful magic and guile to capture a bronze dragon named Felgolos. She is torturing the wyrm for information. The dragon's terrible roars can be heard emanating from Sansuri's cloud castle for miles in every direction.
Sansuri's Book.
Sansuri has a spellbook which is wraped in silver dragon hide and has several blue saphires decorating it. The spellbook has a defensive mecanism to prevent other creatures than Sansuri from taking and using the book. Whenever a creature other than Sansuri touches the book, a 7th level Geas spell (DC 18 Wisdom save) is cast on the creature. The command is to drop the book, never touch or read the book in any way, and to prevent anyone else than Sansuri from touching the book, violently if necessary. If the book is opened by a creature that isn't Sansuri, then two air elementals and a cloud giant ghost is summoned and attacks the interlopers, attempting to kill them and bring the book back to Sansuri. If Sansuri is killed or a remove curse or similar magic is cast at 7th level or higher, the defensive mechanism is removed. When the defensive mechanisms activates, they are suppressed for the next 24 hours, after which the mechanisms are renewed. The book contains the following spells:
1st level: alarm, identify, magic missile, shield, thunderwave, unseen servant
2nd level: arcane lock, continual flame, gust of wind, invisibility, knock, mirror image
3rd level: dispel magic, glyph of warding, haste, hypnotic pattern, lightning bolt, sending
4th level: fabricate, ice storm, Leomund's secret chest, Mordenkainen's faithful hound, stoneskin
5th level: Bigby's hand, cloudkill, geas, wall of force
6th level: globe of invulnerability, guards and wards, true seeing
7th level: Mordenkainen's sword, reverse gravity, Sansuri's simulacrum (see below)
Sansuri's version of the simulacrum spell allows her to create multiple duplicates of the same creature-but it requires powdered diamond worth 5,000 gp as an additional material component. The powdered diamond, like the powdered ruby also needed to cast the spell, must be sprinkled over the duplicate and is consumed by the spell.
Lair and Lair Actions
The cloud giant countess, Sansuri, is the current master of one of the few remaining flying castles, Lyn Armaal. Each time a new master of Lyn Armaal is chosen, the new master must magically bond with the flying castle, gaining control of it. Since countess Sansuri is the current master of Lyn Armaal, she has the power to magically control and command the flying castle at will. A new master of Lyn Armaal can only be made if the current master is dead, or the current master willingly hands over control of Lyn Armaal.
While countess Sansuri is bonded to Lyn Armaal, she has the following lair actions:
Lair Actions
On initiative count 20 (losing initiative ties), countess Sansuri takes a lair action to cause one of the following effects; countess Sansuri can’t use the same effect two rounds in a row:
Arcane Wards. Sansuri can use her bond to Lyn Armaal to cause an effect similar to a guards and wards spell to affect the entirety of the flying castle, she controls the effects from the spell as if she cast it herself.
Cyclone of the Winds. Sansuri targets a space she can see within 120 feet of her, causing a cyclone to appear centered on that area. The cyclone is a 10-foot-radius, 30-foot-high cylinder. Each creature within the area must succeed on a DC 18 Strength saving throw, or take 14 (4d6) bludgeoning damage, be knocked prone, and be pulled 10 feet towards the center on a failed save, or half as much damage and is not pulled nor knocked prone on a successful one.
Spectral Servant. Countess Sansuri calls upon her ancient ancestors to aid her, she summons a cloud giant ghost in a unocupied space she can see within 120 feet of her. The cloud giant ghost acts as an ally of Sansuri and obeys her commands. The ghost last for 1 minute, until it or Sansuri is slain, or until Sansuri dismisses it as a bonus action. Sansuri can only have one cloud giant ghost under her command at a time.
Regional Effects
The region close to Lyn Armaal is warped by the castles magic, which creates one or more of the following effects:
Arcane Unstability. The land within 3 miles of Lyn Armaal is filled with strange and unstable magic.
Avian Command. Birds and avian creatures with an intelligence of 2 or lower that are within 1 mile of Lyn Armaal become unnaturally friendly and docile towards cloud giant's and their allies.
Calm Weather. The weather within 1 mile of Lyn Armaal is calm and nice, there cannot be unstable weather in that area unless magic from a cloud giant is used to change it.
If Sansuri dies, these effects end over the next 1d10 days. If another master bonds with Lyn Armaal then these regional effects take effect once more.
Previous Versions
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Posted Jun 18, 2023first comment
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Posted Jun 18, 2023also this is really good