Medium Elemental (Cleric, Druid)
Armor Class 20 Natural Armor
Hit Points 255 (30d8 + 120)
Speed 40 ft., Swim 80 ft., Climb 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
24 (+7)
CHA
16 (+3)
Saving Throws CON +11, INT +9, WIS +14
Skills Arcana +9, Athletics +12, History +9, Insight +14, Intimidation +10, Medicine +14, Nature +16, Perception +21, Persuasion +10, Religion +9, Survival +21
Damage Resistances Acid, Fire
Damage Immunities Cold, Poison
Condition Immunities Charmed, Grappled, Paralyzed, Poisoned, Stunned
Senses Blindsight 60 ft. , Truesight 90 ft., Passive Perception 31
Languages common, druidic, celestial, primordial, dracon, sylvan, elvish, and dwarvish, can speak with animals and plants
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Long Rest). If Aonna fails a saving throw it can choose to succeed instead.

Magical Strikes. Aonna's attacks are magical for the purposes of overcoming resistances and immunities.

Amphibious. Aonna can breathe both air and water.

Bound Transcendence. While she is on the Southern Plate Lady Atyllis can control all air and water within her vicinity as though she were using the Control Water or Control Winds spells. She can also control all of the island continent's weather and that of its surrounding seas as though she were using the Control Weather spell. None of these magical effects require her concentration and they cannot be dispelled.

Intellectus. Aonna instantly recieves an accurate answer to any question she thinks to ask concerning her palace or its grounds, granting her a kind of quasi-omniscience regarding her surroundings

Ritualist. Aonna can cast the [spell[Commune[/spell], Commune With Nature, Augury, and Divination spells but only as rituals.

Waterborne: Aonna can walk across and float on water and other liquids as detailed in the Water Walk spell.

 

Actions

Multiattack. Lady Atyllis makes two Icy Spear attacks and uses crushing pressure

Icy Spear. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 120 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2D12) cold damage. If the target was a creature it must make make a DC 15 Strength saving throw or be knocked prone.

Crushing Pressure. Aonna subjects one creature she can see to the crushing weight of the ocean. The creature must make a DC 22 constitution saving throw. On a failure the creature takes 32 (5D12) magical bludgeoning damage and has its movement speed halved. A creature who succeeds takes half as much damage and suffers no other effect.

Spellcasting. Lady Atyllis casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 22):

At will: Druidcraft, Shape Water, Guidance, Gust, Create or Destroy Water

2/Day Each: Detect Magic, Fog Cloud, Lesser Restoration, Dispel Magic, Cone of Cold

1/Day Each: Wither and Bloom, Freedom of the Waves, Blight, Death Ward, Ice Storm,, Watery Sphere, Dream, Greater Restoration, Transport Via Plants

Bonus Actions

Root of All Life (3/Short or Long Rest). Aonna selects a creature within 60 ft. of her. The creature magically regains 15 (2D8+6) hitpoints.

 

Reactions

Ride the Wave. When a creature moves within 5 ft. of Aonna, she can move up to her movement speed without provoking attacking opportunity attacks.

Legendary Actions

Aonna 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. The Tidewatcher regains spent legendary actions at the start of its turn.

Spear. Lady Aonna makes one Icy Spear attack.

Work Water (Costs 2 Actions). Lady Atyllis uses Root of All Life or Spellcasting. Alternatively she may use the powers granted by her Bound Transcendence trait.

Riptide (Costs 3 Actions). Aonna summons chaotic water at a point she can see within 60 ft. of her. Each creature within 20 ft. of that point must make a DC 22 Strength saving throw or take 18 (4D8) magical bludgeoning damage and be knocked prone.

Description

Aonna Atyllis is an elven archdruid turned simic turned spirit. Centuries ago she liberated the Simic and their families from the unethical experiments that created them. Upon their liberation Aonna led her people south to the frozen continent known as the Southern Plate. Over many centuries and with the careful application of her magic the continent thawed and then prospered. The island is home to a powerful merchant republic dominated by Caylass'Ara, Aonna's seat of power.While she is a benevolent monarch by most standards, valuing the wellbeing of her subjects and not over-excercising her power, noone on the continent could ever really challenge their queen's authority.

As the Land. Over hundreds of years Aonna has become bound with the nature of her home and empowered by the adoration of the now liberated Simic. While she is on the Southern Plate she does not age or require sustenance under any circumstances. She also does not require sleep and cannot be put to sleep against her will. If she dies on the Southern Plate or in the environment surrounding it her body is destroyed but her soul and mind remain. She can still be contacted by spells such as Commune with Nature or Divination but it takes her 1D10 days to build herself a new body within her palace. Aonna can fashion a new body even if she is disintegrated, burned to ash, or otherwise completely destroyed.

Lair and Lair Actions

Aonna resides within the Palace of Flowing Waters, a grand cathedral dedicated to Yggdrassil that stands at the heart of Caylas'Ara. The palace is an extravagant building replete with fountains and other water features. The palace is also the center of a magnificent garden that contains magically sustained plants of all kinds and acts as the lady's druid grove. The palace and gardens are one of Spellezar's great wonders.

Lair Actions

On initiative count 20 (losing initiative ties), Lady Atyllis takes a lair action to cause one of the following effects; Aonna can’t use the same effect two rounds in a row:

  • Tidal Lock. One creature within the palace must make a DC 18 Wisdom saving throw. On a failure the creature becomes paralyzed until the next lair action occurs.
  • Water Step. Aonna disappears and emerges from any body of water within the palace
  • Frigid Depths. A pulse of magic robs any creature within 30 ft. of Aonna of resistance to cold damage until the next lair action. Immunity becomes resistance.

Regional Effects

The region containing Aonna's palace is suffused with the bounty and life of the ocean, which creates one or more of the following effects:

  • Nurturing. Lifegiving magic purifies the land around the lair. All creatures within six miles are immune to poison and disease. In addition, at dawn each day all waterways, fields, and so on are cleansed of harmful pollution.
  • Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within six miles of the lair. Foraging in these waters yields twice the usual amount of food. In addition, pearls are three times as common in the area.
  • Watery Sight. Water within six miles of the lair is a conduit for Aonna's magical presence. As an action, Aonna can cast the Clairvoyance spell, requiring no spell components and targeting any body of water in that region

  • Distant Waters. Once per day, Aonna may cast the scrying spell on any creature or object that has spent at least one day within the region in the last year. She uses Wisdom as the spellcasting ability (DC 22)

If Aonna, these effects fade over the course of 2D8 days.

Previous Versions

Name Date Modified Views Adds Version Actions
12/26/2023 4:48:54 PM
48
1
1
Coming Soon
12/31/2023 6:18:40 AM
67
1
2
Coming Soon
12/31/2023 8:53:09 PM
20
1
1
Coming Soon
12/31/2023 8:55:05 PM
20
1
--
Coming Soon

Monster Tags: NPC

Shadowblade24

Comments

Posts Quoted:
Reply
Clear All Quotes