Cloak of Avoidance. If Zylthana is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds and half if she fails. Additionally this cloak projects magical images of herself that causes attacks to have disadvantage against her, if she is hit this effect is suspended until the start of her next turn.
Cunning Movement. Zylthana can dash, hide and disengage as a bonus action, additionally any creature she hits with her attacks cannot take attacks of oppurtunity.
Legendary Resistance (2/day). If Zylthana fails a saving throw, she can choose to succeed instead.
Magic Resistance. Zylthana has advantage on saving throws against spells and other magical effects.
Hawk Eye. Zylthana has advantage on perception checks that rely on sight, and attacking at long range does not impose disadvantage, additionally she ignores half and three quarters cover.
Multiattack. Zylthana can make three attacks with her Bow of Seasons or her Scimitars. If both Scimitars are drawn she can make an extra attack as apart of the multiattack action. She can replace one of these attacks with Mark of the Prey
Bow of Seasons. Ranged Weapon Attack: +14 to hit, range 150/600 ft, one target. Hit: 13 (1d10+7) piercing damage plus one of the following effects of Atlanta's choice or at random.
1). Elemental Arrow
The target takes 10 (3d6) damge of one of the following types (her choice): acid, cold, fire, lightning and necrotic.
2). Stunning Arrow
The target takes an extra 5 (1d8) thunder damage and must succeed on a DC 18 constitution saving throw or be stunned until the end of its next turn.
3). Poison Arrow
The target takes an additional 8 (2d6) poison damage and must succeed on a DC 18 constitution saving throw or become poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns ending the effect on itself on a success.
4). Restraining Arrow
Magical webs spring from the arrow in a 10ft radius, each target caught in the area must make a DC 18 dexterity saving throw or become restrained in the webs. Creatures caught in the web can use their action to make a DC 18 strength check to rip free.
5). Parasitic Arrow
The target must succeed on a DC 18 wisdom saving throw or be subject to a psychic parasite digging into their brain and be paralyzed for 1 minute. A paralyzed creature can repeat this save on the end of each of its turns, ending the effect on a success.
6). Contaminated Arrow
The target must succeed on a DC 18 constitution saving throw or be affected by a blinding sickness disease. As pain grips the creatures brain its eyes turn milky white. The creature has disadvantage on wisdom checks and saving throws. If the target succeeds they are immune to the disease for 24 hours. Only an effect that can remove a disease can end it.
Summer Scimitar. Melee Weapon Attack: +12 to hit, reach 5 ft, one target. Hit: 9 (1d6+5) slashing damage plus 10 (3d6) fire damage.
Winter Scimitar. Melee Weapon Attack: +12 to hit, reach 5ft, one target. Hit: 9 (1d6+5) slashing damage plus 10 (3d6) cold damage.
Mark of the Prey. Zylthana turns her magical gaze toward one creature that she can see. That creature must succeed on a DC 18 charisma save or become cursed. While cursed in this way a scar manifests on the back of the persons back and attacks rolls made against it have advantage. A remove curse spell ends the effect. If the creatures saving throw is successful or the effect ends for it, the creature is immune to the effect for 24 hours.
Zylthana can make 2 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. Zylthana regains spent legendary actions at the start of her turn.
Detect. Zylthana makes a Wisdom (Perception) check.
Attack (Costs 2 Actions). Zylthana makes a weapon attack. Only the elemental arrow can be used for this attack.
Ethereal Assassinate (Costs 2 Actions). Zylthana makes one attack against a creature marked by her mark of the prey. The target needs to be on the same plane of existence and when the arrow is fired it transfers into the ethereal plane and comes out 1d4 turns later, striking its target. The attack is an auto crit and the creature automatically suffers from the effect of the chosen arrow. After the attack the mark fades from the creature and they cannot be marked again for a week.
Previous Versions
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