Relentless Storm. When a creature is targeted by a saving throw and has a negative save, if it fails it takes an extra 5d10 Psychic Damage.
Regeneration: Regain 30 HP at the start of each turn.
Lord of the Arcane: While not Concentrating on any spell. your AC increases by 2, whenever someone counters one of your spells, or succeeds at dispelling magic on you, they are affected by your Nihilism ability.
Shadow Sight: Can see in magical and non magical Darkness, and has advantage when attacking from within Darkness.
Legendary Resistance: (5/Day) When Archellion fails a saving throw she may choose to pass instead.
Draconic Legacy: Can shapeshift into any form, however is biologically always a Great Wrym Shadow Dragon, this can be done at will as a Bonus Action, additionally may convert any spells damage to Necrotic,Force,Psychic,Fire,Cold,Lightening or Thunder, additionally her form cannot be changed against her will.
Magical Void: All attacks made with Forcariel, Edge of Magic ignore all magical items, and spells.
Magic Resistance: Has Advantage on saving throws against spells and magical effects.
Bloodied Breath: When hitting half health (923) breath weapon automatically recharges.
Ancient Mind: May Concentrate on two spells at once, and when hits if she fails her concentration Save both spells Fail, additionally may cast two leveled spell within a turn.
Spellcasting. Is a 30th level spellcaster with a spell save DC of 28 and a spell hit of +23
- (10) Bless, Bane, Detect Magic, Faerie Fire, Gift of Alacrity, Guiding Bolt, Inflict Wounds, Shield, Silvery Barbs
- (10) Crown of Madness, Darkness, Enlarge/Reduce, Hold Person, Mirror Image, Zone of Truth
- (9) Dispell Magic, Counterspell. Fly, Haste, Hunger of Hadar, Hypnotic Pattern, Life Transference, Sending, Slow,
- (8) Banishment, Blight, Death Ward, Dimension Door, Greater Invisibility, Raulothom's Psychic Lance, Shadows of Moil, Sickening Radiance,
- (8) Destructive Wave, Negative Energy Flood, Wall of Force, Scrying, Mislead, Dream
- (7) Circle of Death, Forbiddance, Harm, Heal, Soul Cage
- (6) Finger of Death, Forcecage, Firestorm, Plane Shift, Regenerate, Teleport
- (5) Abi-Dazim's Horrid Writing, Dark Star*, Maddening Darkness, Maze, Anti-magic Field, Feeblemind.
- (4) Mass Heal, True Resurrection, Blade of Disaster, Time Ravage , Ravenous Void, Wish, Meteor Swarm, Foresight
- (2)
Multi-Attack. Cast 1 Spell, make 1 Weight of Knowledge Attack, and 2 Edge of Despair Attacks, you may swap out the spell for a cast of Nihilism or Shadowfury breath if you have it available.
Forcariel, Edge of Magic Melee Weapon Attack, 1 target 30ft range, 1d20+33 to hit, 5d12+23 Force,Fire or Lightening Damage, if this hits all the targets saving throws are reduced by 1 until their next long rest.
Weight of Knowledge. Target one creature wtihin 120ft, they make a DC 28 Wisdom Save, on a fail they suffer 12d6 Psychic Damage and have disadvantage on their next Saving Throw.
Nihilism: (Recharge 5 or 6) All creatures within a 30ft radius within 120ft of you make a DC 28 Wisdom Save, on a fail they take 30d6 Psychic Damage and have all their saved reduced by 1d20 until the end of your next turn.
Dragon Form
Multi-Attack: Cast 1 Spell, make 1 Bite, 1 Tail and 2 Claw Attacks
Bite: Melee Weapon attack, 10ft range, 1 target, 1d20+21 to hit dealing 4d12 Piercing an 4d8 Force,Fire or Lightening Damage, a creature hit by this becomes grappled and restrained (Escape DC 28)
Claw: Melee Weapon Attack, 15ft range, 1 target, 1d20+21 to hit, dealing 10d6 Slashing and 4d8 Force,Fire or Lightening Damage.
Tail: Melee Weapon Attack, 30ft range, 1 target, 1d20+21 to hit dealing 8d10 Bludgeoning Damage, the target and each creature within 10ft of it must make a DC 30 Strength Save or being knocked prone and taking half damage.
Arcane Flame Breath: (Recharge 5 or 6) Unleash a torrent of energy in a 300ft cone, this damage ignore resistance and immunity, all creatures within the cone make a DC 28 Constitution Save on a fail they take 13d12 Force, 6d12 Fire, 6d12 Lightening Damage and have all their saves reduce by 1d20 until the end of your next turn, additionally the effects of your fall to despair are doubled, on a success the target takes half damage and has no other effects.
Astral Reformation: as long as you are in Dim Light or Darkness, or within the shadowfell, teleport up to 60ft as a Bonus Action, each creature within 10ft of where you land takes a DC 28 Constitution Save or becomes blinded Until the end of your next turn.
Rip Magic: Ranged Spell Attack, 120ft range, 1 target, 1d20+23 to hit, 8d8+10 Force,Fire or Lightening Damage and Faye heals for all of the damage dealt.
Cast a Spell: (5/Day) May cast a spell with casting time of an Action as a Bonus Action.
Astral Ripple: (1/Day) Choose a 20ft Sphere within 120ft, each creature of Archellion choice within the area makes a DC 28 Wisdom Save, producing the following effects
- On a Pass nothing happens
- On a fail of 5 or more they become Frightened of Fayendrel
- On a fail of 10 or more they suffer 5d12 Force Damage
- On a fail of 15 or more they suffer a level of exhaustion
- On a fail of 20 or more they lose a Death Save until their next rest.
- on a fail of 25 or more they immediately drop to 0Hp
They suffer all effects up to their save, so on a fail of 25 or more they would suffer all effects.
Dragon Form
Swallow: If a creature is grappled by Archellion she can swallow them as a Bonus Action, the creature becomes Blinded, Grappled and Restrained and at the start of each turn they take 4d12 Necrotic Damage, and Faye heals for the damage done, additionally a creature cannot cast spells while swallowed. If Archellion takes 50 Damage in one turn the creature inside is freed appearing within 5ft of Archellion determined randomly.
Switch Form: Can Switch to Dragon or Humanoid Form, when turning to Dragoon Form Each Creature within 30ft makes a DC 28 Dexterity Save, on a fail they are Knocked 15ft Backwards, when turning to Humanoid Form, each creature within 50ft Makes a DC 28 Strength Save, on a fail they are pulled 15ft closer to Archellion
From Astral, Magic. When a Creature hits you with a melee attack and you take damage, Forcariel, Edge of Magic retaliates, making multiple copies of itself strike from the shadows, the attack makes a DC 28 Dexterity Save, on a fail suffering 10d12 Force,Fire or Lightening Damage Damage, this damage is doubled if they fail the save by 10 or more.
Procrastination: When a creature within 90ft attempts to cast a spell they make a DC 28 Wisdom Save, on a fail the spell does not activate immediately, instead that action is wasted, and it takes the same action next turn to attempt to cast the spell then, or they can choose not to cast the spell and lose the spell slot.
Dragon Form
Arcane Scales: When the target of an attack Archellion's Scale becoming shadowy like a leaching force, she rolls 5d20 and the damage is reduced by that amount, if she has no temporary hit points, she gains the excess as temporary Hit Points
Wing-Blast: When the target of a ranged attack, flap her wings, each creature within 30ft of Archellion makes a DC 30 Strength Save on fail the are knocked 30ft away and knocked prone, and the ranged attack is redirected to one of them chosen at random.
Fayendrel has 5 Legendary Actions
Attack (Costs 1 Actions). Make two Forcariel, Edge of Magic Attacks.
Cast a Spell (Costs 1 Actions) Cast a Spell.
Arcanebolt (Costs 2 Actions) Target two creatures with a ranged spell attack, 120ft range, 1d20+23 to hit, 4d10+13 Psychic Damage, and the targets locations are swapped if they both get hit.
Arcane Storm (Costs 3 Actions) All creatures within 50ft of you make a DC 28 Dexterity Save, on a fail suffering 10d12 Force, Lightening or Fire Damage, the area becomes Darkness as if cast by a 7th level spell slot. This lasts for 1 minute or until dispelled.
Astral Storm (Costs 5 Actions) All creatures of your choice within 1 mile of you must make a DC 28 Charisma Save, on a fail they suffer 12d12 Force,Fire or Lightening Damage Damage and fail all of their death saves, if they drop to 0 HP whilst their death saves fail they die instantly rising as a Arcane Soul to fight for Archellion, at the start of each of their turns they regain 1 Death Save.
Fayendrel has 2 Mythic Actions each turn
Arcane Strike (Costs 1 Actions). Teleport to 1 creature you can see within 120ft and make two Forcariel, Edge of Magic attacks against them, then teleport back to your original location, provoking no opportunity attacks.
Arcane Tether (costs 2 Actions) Choose two targets, each have their lifeforce linked, until the end of your next turn, when one takes damage or healing the other takes the same amount.
Description
Archellion is a 3 phase fight
first fought in dragon form
second in humanoid form
third he can switch between them at will.
each phase fully heals to full health.
Lair and Lair Actions
Whilst on the Astral Steps, or Astral Sea, Considered to be in his Lair, any creature that falls off the steps is teleported to a random portal and takes 6d8 Force Damage, if this kills a creature it is turned to Dust.
Astrallion is not effected by her own lair actions.
- Arcane Winds: Each Creature makes a DC 28 Strength Save, or suffer 2d10 Force Damage and be pushed 15ft in a random direction
- Arcane Strike: The closest creature to Archellion must make a DC 28 Dexterity Save, on a fail a bolt of lightening slams into them dealing 6d10 Lightening Damage, if another creature is within 30ft the bolt leaps to them, repeating this until it runs out of target, it cannot hit the same target twice
- Magical Reversal: All spells that do Damage heal instead, all spells that heal deal damage instead
- Arcane Void: Spells do not work this turn, all spells cast are stored in an arcane void, at the end of the lair action it explodes doing 1d10 Force Damage for each spell level to all creatures.
- Arcane Velocity: Archellion takes a turn immediately.
- Arcane Flux: Creatures lose all Resistance's, immunities and vulnerabilities
Magic Crystals
Each Crystal activated fully heals the entire party that are still alive, as well as changes one of the dragons Immunities into Resistance, and grants the activator a bonus.
- Pink: Removes Psychic Immunity and grants the user advantage on saving throws for 1 minute
- Blue: Removes Lightening Immunity and grants the user Haste without the downside 1 minute
- Yellow: Removes Fire Immunity and grants the user an amount of temporary Hit Points equal to your max HP
- Green: Removes Regeneration and grants it to the user for 1 minute
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