Medium Humanoid, Typically Lawful Neutral
Armor Class 21
Hit Points 200 (15d12)
Speed 35 ft., Fly 60 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
8 (-1)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +10, DEX +7, CON +9
Condition Immunities Charmed, Prone
Senses Passive Perception 12
Languages Aarakocra, Common, Elvish, Sylvan
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Danger Sense. You gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Fast Movement. Your speed increases by 10 feet while you aren't wearing heavy armor.

Relentless Rage. Your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Feral Instinct. Your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Fighting Style: Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Fighting Style: Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Actions

Multiattack. Cadenza can make three attacks when she uses one of her Haliberds or her Rapier.

Rage. Can enter a Level 11 Barbarian's Rage.

Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 9.

Once you use this feature, you must finish a short or long rest before you can use it again.

Halberd. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 10 (1d8 + 6) Slashing damage.

Rapier +2. Melee Weapon Attack/Thrown(20ft/60ft): +12 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 8) Piercing damage.

Bonus Actions

Suplex of the Supreme Sonic Boom!. Vocal. As a Bonus Action on a successful grapple, you fly up and slam the target head first into the ground. That target is incapacitated, prone, and receives 3d8+6 Bludgeoning Damage.

Two-Weapon Fighting. When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

Reactions

Opportunity Attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.

Sonic Screech of Epic Power!. Vocal. When being flanked, you make a large screech that cracks the floor. On a failed Strength Saving Throw (DC 15), anyone within a 10 ft. radius is pushed back 10 ft., deafened, and receives 1d10 Thunder damage.

Legendary Actions

Action Recovery. As a bonus action, Cadenza can restore one Action Surge or one Second Wind. She can't do it again on her next turn.

The Legendary Trio! The Triad of Terror! The Sisters of Strife Strike!. Vocal. With at least one sister remaining on the field whom still have their rapier on their person, one sister can call for an attack that gathers those sisters to use their actions early to flank one target. Using their Rapiers, all sisters take a turn running, jumping, and flying around the target with graceful attacks before all attacking simultaneously on their third attack, totaling to nine individual attacks. Each of their attacks are calculated using their own attack modifiers, but not their damage modifiers. When it reaches the other sister's turn after this , their turn is skipped.

Description

The strongest sibling of the Elevarsi Family and leader of the three woman group: The Sisters of Strife. She represents raw strength, regardless of her head-strong nature. She is one of two members of the family that blames and hates Pianississimo for killing their mother and seeks an excuse to kill him. While she isn't the wisest or the strongest, she is the most 

Her weapon of choice are two haiberds, but as a Sister of Strife, she also has a silvered magic rapier modified to be thrown.

Previous Versions

Name Date Modified Views Adds Version Actions
5/3/2023 3:57:55 PM
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5/3/2023 4:11:56 PM
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AbelAdam_CainEve

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