Demolithian Lifeforce. Whenever a demolith or demon that Vhenard summons is reduced to 0 hit points, Vhenard loses hit points equal to half the hit point maximum of the demolith or demon killed. Additionally, whenever a demolith or demon that Vhenard has summoned is reduced to lower than half of their hit point maximum, Vhenard can use a bonus action to cause a ray of healing hellish energy to connect to the fiend, causing the fiend to regain 1d8 hit points at the start of each of Vhenard's and the fiend's turns.
Dark Devotion. Vhenard has advantage on saving throws against being charmed or frightened.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Summon Lesser Demoliths. Vhenard summons 1d6 demons and/or demoliths of CR 4 or lower at points she can see within 40 feet of her. The demons and/or demoliths remain until slain, are under Vhenard's command, and have their own initiative as a group and take turns immediately after each other. Vhenard cannot command the demons and/or demoliths but the fiends are not hostile to her and try to attack all other creatures nearby her.
Summon Demoforce (1/Day, Recharge 6). Vhenard summons 1 demon or demolith of CR 10 or lower (not lower than CR 7) and 1d8+1 demons and/or demoliths of CR 5 or lower at points she can see within 40 feet of her. The demons and/or demoliths remain until slain, are under Vhenard's command, and have their own initiative as a group and take turns immediately after each other. Vhenard cannot command the fiends but the fiends are not hostile to her and try to attack all other creatures nearby her.
Hellbeam (Recharge 4-6). Vhenard causes a burst of hellish energy to streak across the ground in a 20-ft line that is 5 feet wide at a point that she can see within 30 feet of her that remains for 1 minute. While the beam is there, any creature that starts their turn their must make a DC 16 Dexterity saving throw, taking 10 (3d6) necrotic damage on a failure, or half as much on a success. Fiends automatically succeed on this saving throw.
Spin-Bolts (Recharge 4-6). Vhenard causes 2 fidget-spinner shaped bursts of energy to radiate out from her in two 15-foot long 5 feet wide lines. Each targets in those areas must make a DC 17 Dexterity saving throw, taking 13 (2d12) necrotic damage on a failure, or half as much on a success.
Spellcasting. Vhenard uses Wisdom as her spellcasting ability (spell save DC 13; +5 to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): light, thaumaturgy, sacred flame
1st level (3 slots): command, inflict wounds
2nd level (2 slots): hold person
Shield of Lilith (2/Day). In response to having a lower initiative than a creature hostile to her, she creates a magical shield of howling hellish magic around herself that lasts for 5 minutes. This shield increases her AC by 4, makes her resistant to all damage, and immune to fire and cold damage.
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