Medium Undead (Human), Chaotic Evil
Armor Class 17 Undead Nature
Hit Points 106 (17d8 + 1)
Speed 0 ft., fly 40 ft.
STR
17 (+3)
DEX
17 (+3)
CON
17 (+3)
INT
9 (-1)
WIS
17 (+3)
CHA
9 (-1)
Saving Throws STR +7, CON +7, WIS +7
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Elvish
Challenge 9 (5,000 XP)
Proficiency Bonus +4

Detect Life. AAA can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.

 

Actions

Multiattack: AAA can make two attacks with her nails or two with her chains

Overgrown Nails. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.

Wail (1/Day). AAA releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 9 hit points. On a success, a creature takes 9 (3d6) psychic damage.

Chained Animal: Ranged Spell Attack: +9 to hit, reach 60 ft., one target. Hit: 12 [rollable](3d6 + 2) 

Enemies hit with Chains must succeed on an DC 17 Athletics or Acrobatics or be restrained. Enemies who succeed on an athletics attack can reduce AAA movespeed to zero and AAA can't use her chains attack. 

Bonus Actions

NOW LOOK WHO IN CHARGE: AAA moves 10 ft in a direction in attempts to knock prone any creature she comes in contact with. Creatures need to succeed on an Athletics or Acrobatics checks of a DC of 17 or be knocked prone. Creatures who succeed using an Acrobatics check will knock AAA prone.

Reactions

BITE THE HAND: AAA can bite a creature who misses with a melee attack. The creature takes 9 poison damage and must succeed on a DC 17 CON save or become poisoned for one minute. A creature can repeat this save at the start of every turn.

Grip the Collar: AAA can hold her collar to reduce the damage of an attack, spell or affect by half + 9

 

Legendary Actions

AAA has 3 legendary actions in a turn

Horrifying Visage. Each non-undead creature within 60 feet of AAA that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 2 rounds

Release Me: AAA forces a creature holding her chains to make DC 17 CON save. On a fail the target takes 3d8 fire damage and lets go of the chains. Creatures take half on a success

Hide: AAA parts the dirt beneath her and becomes untargetable until the end of the current character's turn. AAA can't use this action if her chains are being held.

Move: AAA moves up to half her movement speed, additionally she can move a hex square 10 feet.

Description

"She was only nine years old"

Lair and Lair Actions

The Lair take 4 actions and act on there own init. The map starts with 3 hex squares 15x15

Rise Sibling!: AAA summons a zombie on a hexed square and the zombie can imminently use it's reaction to make an attack.

Don't Touch Me!: AAA forces creatures in a hexed square to make a DC 17 DEX save or be restrained and take 9 necrotic damage. A creature who succeeds suffers no ill effects but the terrain becomes difficult terrain.

Sacrifice: AAA cause an explosion on a hexed square dealing 9d4 fire damage. Creatures can make a DEX save to half this damage. This removes the hex square.

Creation: AAA creates a hexed square of her choice.

GabeMagicMaster

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