Rapid Shifting. Opportunity attacks made against Vistra, Harbinger of the Black Advent have disadvantage.
Ever-Watchful. As long as Vistra has two or more mechanical appendages attached to her back she cannot be surprised or flanked.
Armored. Each of Vistra's six mechanical appendages grants her a +2 to AC. These appendages can be attacked separately to lower Vistra's AC. An appendage has 16 AC and 30 HP, with resistance to slashing and piercing damage. They are considered sturdy (only a hit that deals at least 10 damage can damage it).
Short Circuit. Whenever Vistra is subjected to water or cold damage, she has to succeed on a DC 12 Constitution saving throw at the start of her turn, otherwise she can't take bonus actions, legendary actions, and reactions until the start of her next turn. Additionally, Vistra's speed is halved and she can't benefit from any bonus to her speed. While under this condition, a creature that touches Vistra or hits her with a melee attack while within 5 feet of her takes 7 (2d6) lightning damage and it must succeed on a DC 16 Constitution saving throw. On a failed save, a creature is flung away 10 feet from Vistra.
Lightning Rod. Whenever Vistra is subjected to lightning damage, she takes no damage and regains a number of hit points equal to half the lightning damage dealt. Additionally, the first time she hits with a melee attack on her next turn, the target takes an extra 2 (1d4) lightning damage.
Gifted Artificer. Vistra commands three eldritch constructs named Vigil, Inpetus, and Enthymema. Vigil and Enthymema move with Vistra, while Inpetus roams of its own volition. Each construct rolls its own initiative. AC and HP for each of the constructs can be found in the description below. Inpetus' stat block can be found within the homebrew catalogue.
Multiattack. Vistra makes two Claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 14 (4d6) slashing damage.
Harbinger's Ray. Vistra shoots a random ray from her appendages, choosing a target that she can see within 30 feet of her.
1. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 21 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.
4. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 32 (8d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.
5. Sleep Ray. The target creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
6. Death Ray (Recharge 5 - 6). The targeted creature must succeed on a DC 16 Dexterity saving throw or take 36 (10d6) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Harbinger's Wrath (Recharge 6). Vistra charges a supersonic blast from within her chest. Until the start of her next turn, Vistra can't move or use any reactions and is concentrating on the charge.
At the start of the next turn, each creature in a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 18 (6d6) thunder damage and is pushed 30 feet away from you. If a creature pushed by this ability hits a wall or another solid object, it takes an additional 4 (1d6) bludgeoning damage for every 10 feet it wasn't pushed. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 30 feet away from Vistra by the ability's effect, and the Harbinger's Wrath emits a thunderous boom audible out to 600 feet.
If Vistra's concentration is broken before her next turn, the ability fails and the charge is lost.
Enthymema's Deflection. If Enthymema is still active, and Vistra makes a successful saving throw against a spell, or a spell attack misses her, Vistra can choose another creature (other than the spellcaster) she can see within 30 feet of her. The spell targets the chosen creature instead of Vistra. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.
Vistra 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. Vistra regains spent legendary actions at the start of her turn.
Detect. Vistra makes a Wisdom (Perception) check.
Eldritch Quickdraw. Vistra targets one creature she can see within 30 feet of her and uses one of the Harbinger's Rays.
Slither. Vistra moves up to her movement without provoking opportunity attacks.
Quick Repair (Costs 2 Actions). If Vigil is still active, Vistra regains a number of hit points equal to 1d8 + 4.
Description
After leaving the Technical Arcane University of Cent'ranique, Vistra has been reformed by her new "mother" and the bringer of balance—into a harbinger of Tao's Grand Design. In this new form, six mechanical tentacles sprout from her back, making it possible for her to move much quicker and, most importantly, make her much more deadlier.
As harbinger of the Black Advent, her role as Tao's no.9, Vistra's purpose is to protect her mother's creations and see every step of the way through—by whatever means necessary. Yet, her augmentation didn't stop just there. Always having been a studious scholar, Vistra's neural network has been enhanced to make it possible for her to not only move but see and feel through her mechanical appendages. To make sure Tao's design would not see any harm done to it, Vistra engineered three eldritch constructs to aid her as a sentinels.
Vigil. Designed as a protector, Vigil is the largest of her eldritch sentinels. Roughly three feet in diameter, its purpose is to stay close to Vistra and provide her with a barrier (+2 AC) and minor healing. Additionally, a perpetual warding bond protects Vistra from most of any damage she would take, as long as she is within 60 feet of the construct. Vigil has an AC of 14 and 55 HP.
Inpetus. Only but a foot in diameter but still a formidable foe, Vistra made Inpetus with combat in mind. With whirling blades, bladed darts, and several spears in its arsenal, this gladiator construct seeks out any threat to Vistra and eliminates them quickly. Inpetus has an AC of 18 and 46 HP.
Enthymema. Vistra's final sentinel could almost slip the eye, being comparable in size to a large apple. Yet, Enthymema might be Vistra's strongest ally on the battlefield with the ability to deflect spells, as well as two charges of counterspell and one charge of dispel magic at its disposal. Never far from her, Enthymema orbits Vistra like a moon, ready to negate any arcane energy that could pose a threat. Enthymema has an AC of 16 and 34 HP.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/30/2023 7:15:31 PM
|
11
|
1
|
1
|
Coming Soon
|
|
|
10/30/2023 7:45:40 PM
|
19
|
2
|
2
|
Coming Soon
|
|
|
10/30/2023 9:42:06 PM
|
21
|
1
|
3
|
Coming Soon
|
Comments