Angelic Rejuvenation. When Symphonia drops to 0 hit points or dies while within her domain, her body is destroyed but her essense lingers fashioning a new body for itself in 1d100 days. If Symphonia was not slain while within her domain, her essense travels back into it where it fashions a new body for itself in 1d20 instead. When the body is complete, Symphonia regains all her hit points and becomes active again.
Angelic Weapons. Symphonia's weapon attacks are magical. When Symphonia hits with any weapon, the weapon deals an extra 36 (8d8) radiant damage (included in the attacks).
Legendary Resistance (5/Day). If Symphonia fails a saving throw, she can choose to succeed instead.
Dual Mind. Symphonia can maintain concentration on two different spells at the same time. In addition, she has advantage on saving throws to maintain concentration on spells.
Regeneration. Symphonia regains 40 hit points at the start of each of her turns. If she takes necrotic damage, this trait doesn't function at the start of her next turn. Symphonia only dies if she starts her turn with 0 hit points and doesn't regenerate.
Innate Spellcasting. Aspect of Symphonias innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). Symphonia can cast the following spells, requiring no material components.
At will: bless, prayer of healing (as an action), life transference, shield of faith, command
3/day each: fabricate, awaken (as an action), creation, reincarnate (as an action), death ward, guardian of faith
1/day each: reality break, simulacrum, divine word, plane shift (self only), wish (without consequences for casting it)
Special Equipment. Symphonia carries a magical morningstar named Command Rod, and a magical shortsword named Infinity Blade. They are both +3 magical weapons.
While attuned to the Command Rod she can, as an action, use it to cast fireball as a 5th-level spell (save DC 18) without expending a spell slot, and requiring no material components.
Shapechanger. Symphonia can use her action to polymorph into a Small or Medium humanoid she had seen, into a Tiny object, or back into her true form. Without wings, Symphonia loses her flying speed. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Miltiattack. Aspect of Symphonia makes two attacks: one with her Infinity Blade, and one with her Command Rod.
Command Rod. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 24 (3d8 + 11) piercing damage plus 36 (8d8) radiant damage.
Infinity Blade. Melee Weapon Attack: +20 to hit, reach 10 ft. or range 40/120 ft., one target. Hit: 21 (3d6 + 11) slashing damage plus 36 (8d8) radiant damage. When thrown this weapon ejects an illusory duplicate of itself for the attack, instead of being thrown. The duplicate dissapears after the attack hits or misses.
Destroy Undead (5/Day). Symphonia chooses as many undead as she can see, or can hear her, within 30 feet of her and utters a divine word. Any undead that is CR 15 or lower is instantly disintegrated.
Absolute Cancel. Symphonia utters a divine word and interrupts any creature she can see within 60 feet of her attempting to cast a spell. If the spell is of 6th level or lower, it fails and its effects are negated.
Aspect of Symphonia 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. Aspect of Symphonia regains spent legendary actions at the start of its turn.
Attack. Symphonia makes one melee or thrown weapon attack.
Bolster. Symphonia bolsters all nonhostile creatures within 120 feet of her until the end of her next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of Symphonia’s next turn.
Wing Attack (Costs 2 Actions). Symphonia beats her wings. Each creature within 10 feet of Symphonia must succeed on a DC 25 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Symphonia can then fly up to half her flying speed.
Lair and Lair Actions
Lair Actions.
While Symphonia is in the Sanctuary of Preservation she can take lair actions as long as she isn't incapacitated.
On initiative count 20 (losing initiative ties), Symphonia can take one of the following lair action options, or forgo using any of them in that round:
- Symphonia gives 31 (9d6) temporary hit points to one creature she can see within her lair (including herself), which remain until initiative count 20 on the next turn.
- Symphonia magically restores 22 (5d8) hit points to one creature she can see within her lair (excluding herself). This healing does not affect undead and constructs.
- Symphonia chooses an active spell of 5th level or lower that she is aware of in her lair and ends the spell.
Regional Effect.
Transformed by Symphonia's divine presence, her domain cause the following magical effects:
- When a friendly creature casts a spell or uses a magical effect that cause another friendly creature within 500 feet in Symphonia's lair to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
- Any time Symphonia casts a spell or uses a magical effect to heal a creature within 500 feet in her lair other than herself, she regains 11 (2d10) hit points.
- Animal and plant populations flourish within 500 feet in Symphonia's lair. Ability checks made to forage for food or drink in that area are made with advantage.
If Symphonia dies, these regional effects end immediately.
Comments