Magical Resistance: The high priestess has resistance on saving throws against spells and magical effects.
Legendary Resistance (3/day): If the high priestess fails a saving throw, she can choose to succeed instead.
Queen of Curses: Many of Atanasia's attacks impart curses on her victims. Whenever such a curse is imparted, select one option from the list below. Creatures can only be affected my one instance of each unique curse at a time:
- Curse of Feeble Resolve: The target has disadvantage on Wisdom saving throws.
- Curse of Lingering Torment: The target takes 1d8 necrotic damage at the start of each of its turns.
- Curse of the Unraveled Mortal Coil: The target gains vulnerability to necrotic damage.
- Curse of Fading Vitality: The target's hit point maximum is reduced by 1d8 at the start of each of its turns.
- Curse of Desolate Shadows: The target is blinded.
- Curse of Ephemeral Shadows: The target has disadvantage on Constitution saving throws.
Multiattack. The priestess makes three attacks: two with her shadow scythe and one with her Necrotic Bolt.
Shadow Scythe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) slashing damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 18 Wisdom saving throw or be cursed and also make an additional DC 18 Wisdom saving throw. On a failed save, the target is frightened until the end of its next turn.
Necrotic Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 27 (6d8) necrotic damage, and the target must succeed on a DC 18 Wisdom saving throw or be cursed. While cursed, the target has disadvantage on saving throws. The curse lasts until removed by a remove curse spell or similar magic.
Cursed Touch. The priestess makes a touch attack against a creature within 5 feet. On a hit, the creature is cursed. See the curses section for details.
Death's Caress. The priestess targets one creature she can see within 60 feet. The target must succeed on a DC 18 Wisdom saving throw or take 14 (4d6) necrotic damage and be poisoned until the end of its next turn.
Aura of Despair. The High Priestess shrouds the area in an aura of gloom and despair. All enemies within 30 feet must make a DC 18 Wisdom saving throw or become frightened for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Death's Grasp (Recharge 5-6). The High Priestess targets a creature she can see within 60 feet. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Vile Rejuvenation. The High Priestess channels the power of death to restore herself. She regains 4d8 + 4 hit points.
Necrotic Infusion (Recharge 5-6). The High Priestess channels dark energy into her weapon. Her next successful melee weapon attack deals an additional 2d8 necrotic damage, and the target must make a DC 18 Constitution saving throw or be poisoned until the end of its next turn.
Curse of Enfeeblement. The High Priestess targets a creature she can see within 60 feet. The target must succeed on a DC 18 Constitution saving throw or have disadvantage on Strength-based attack rolls and Strength saving throws for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Shadowmeld (Recharge 5-6). The High Priestess merges with the shadows, becoming invisible until the start of her next turn.
Spectral Grasp. The High Priestess reaches into the ethereal plane, allowing her to grasp at the soul of one living being nearby. The High Priestess chooses one target within 60 feet of her. The target must make a DC 18 Wisdom saving throw. On a failure, the target's movement speed is reduced to 0 until the end of the High Priestess' next turn.
Siphon Vitality. The High Priestess drains the life force from a cursed creature within 30 feet. The target loses hit points equal to the priestess' Charisma modifier and the priestess gains hit points equal to amount of health lost.
Ephemeral Shield (Recharge 4-6). When the priestess is hit by an attack, she can use her reaction to gain resistance to all damage until the start of her next turn.
Deflection of Death. When the priestess is targeted by an attack that requires a saving throw, she can use her reaction to impose disadvantage on the saving throw.
Cursed Retribution. When the priestess takes damage, she can use her reaction to cause the attacker to make a DC 18 Wisdom saving throw. On a failed save, the attacker is cursed. The curse lasts until removed by a remove curse spell or similar magic.
Necrotic Ward. The High Priestess uses her innate connection to death to disrupt incoming magic. When the High Priestess or a creature she can see within 60 feet of her is targeted by a spell, she can use her reaction to attempt to counter the spell. Make an ability check with a +6 bonus (DC equals 10 + the spell's level). On a success, the spell fails, and the High Priestess absorbs a portion of its magical energy, gaining temporary hit points equal to twice the spell's level.
The High Priestess 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 High Priestess regains spent legendary actions at the start of her turn.
Necrotizing Bolt (Costs 1 Action). The High Priestess targets a creature she can see within 120 feet and hurls a bolt of necrotic energy. Make a ranged spell attack against the target, dealing 2d10 necrotic damage on a hit. In addition, the target must succeed on a DC 18 Constitution saving throw. On a failure, at the start of each of the target's turns, it takes 1d6 necrotic damage, and its movement speed is reduced by 10 feet. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Shadow Step (Costs 2 Actions). The High Priestess steps through shadows to teleport to an unoccupied space within 60 feet that she can see.
Dreadful Glare (Costs 1 Action). The High Priestess fixes her gaze on a creature within 60 feet. The target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
Death Knell (Costs 2 Actions). The High Priestess intones a chilling dirge, causing a creature she can see within 60 feet to make a DC 18 Constitution saving throw. On a failed save, the target takes 3d10 necrotic damage, and the High Priestess gains temporary hit points equal to the damage dealt.
Grasp of the Grave (Costs 2 Actions). The High Priestess summons spectral hands from the ground, targeting a creature she can see within 30 feet. The target must succeed on a DC 18 Strength saving throw or be restrained until the end of its next turn.
Curse of Agony (Costs 3 Actions). The High Priestess places a potent curse on a creature she can see within 60 feet. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.
When the High Priestess drops below half of her maximum hit points, she undergoes a nightmarish transformation, ascending into an otherworldly skeletal, angelic form. In this form, she gains the following benefits:
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Skeletal Ascension: The High Priestess gains a +5 bonus to her AC, transforming into a fearsome, ethereal visage.
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Ebon Wings: The High Priestess gains a flying speed of 80 feet, allowing her to maneuver swiftly across the battlefield.
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Radiant Immunity: She becomes immune to radiant damage, the divine energy empowering her unholy form.
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Necrotic Fury: All of her attacks deal an additional 3d6 necrotic damage, as the power of death courses through her newfound, skeletal appendages.
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Restorative Vigor: The High Priestess is healed to her full hit points, rejuvenated by the unholy energy surging within her.
Description
Atanasia, the nefarious High Priestess of Erebos, embodies the eerie grace of undeath within her darkened lair. Draped in ethereal shadows, her skeletal visage is both fearsome and captivating. A spectral scythe, an extension of her unholy authority, hovers ominously by her side, ready to reap the souls of intruders.
Her penetrating gaze, cold and calculating, seems to draw the warmth from the air. Atanasia is a master of curses, weaving malevolent magic that ensnares the minds of those who defy her. Within the haunting echoes of her lair, the air crackles with necrotic energy, enhancing her control over life's tenuous threads.
Atanasia's connection to Erebos, the god of Death, grants her dominion over the shadows and the power to transform into a skeletal, angelic form in moments of dire need. Her presence is heralded by the whispers of the departed and the palpable weight of impending doom.
Beware those who venture into the realm ruled by Atanasia, for her mastery of death's mysteries makes her a formidable adversary. In the shadowy recesses of her lair, the boundaries between life and death blur, and the High Priestess orchestrates a macabre symphony that resonates with the essence of the eternal night.
Lair and Lair Actions
Atanasia's lair, the Umbral Sanctum, exudes an aura of macabre elegance. Shadowy arches, adorned with ethereal veils, create an otherworldly atmosphere. The air is thick with the scent of incense, blending with the lingering whispers of departed souls. Eerie, flickering candles cast dancing shadows upon the walls, revealing cryptic sigils. In the heart of the chamber, a looming obsidian altar serves as the focal point for dark rituals. Ghostly echoes resonate, and the boundary between the living and the afterlife blurs. The Umbral Sanctum stands as a testament to Atanasia's mastery over the necrotic arts and her communion with the god of Death.
Lair Actions
The High Priestess can use lair actions in her lair. On initiative count 20 (losing initiative ties), she can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:
- Shadow Well: Shadows in the lair coalesce into a swirling mass. The High Priestess can use a bonus action to step into this shadowy well and teleport to any unoccupied space within the lair.
- Cursed Ground: The ground in a 30-foot radius becomes cursed terrain. Creatures hostile to the High Priestess must succeed on a DC 18 Wisdom saving throw or suffer disadvantage on attack rolls while within the area.
- Ephemeral Minions: Wisps of shadow materialize into spectral minions. The High Priestess can summon 1d4+1 Shadows or Wraiths (her choice) to aid her in battle. These minions remain until they are defeated or until the end of her next turn.
- Soul Siphon: The High Priestess taps into the ambient energies of the lair, regaining hit points equal to her Charisma modifier for each creature that has died within the lair since her last turn.
- Necrotic Resonance: The very air within the lair becomes charged with necrotic energy. Until the start of the High Priestess's next turn, all necrotic damage dealt by her spells and abilities is maximized.
Previous Versions
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