Amphibious. Persus can breath air and water.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) slashing damage.
Net. Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target. Hit: A large or smaller creature hit by the net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength (Athletics) check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
A creature restrained by the net can only make one attack regardless of the number of attacks they can normally make.
Persus 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. Persus regains spent legendary actions at the start of its turn. Persus can't use the same legendary action two rounds in a row:
Scimitar. Persus makes a scimitar attack.
Water Walk. Persus moves up to its speed without provoking attacks of opportunity.
Bad Breath (Costs 2 Actions). Persus exhales a putrid breath in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw or become poisoned until the end of their next turn.
Description
In the shadowy depths of an ancient underwater realm, the Seraphim Marauders reign supreme. These beings, a formidable race of lawful evil humanoids, have adapted to the harshest oceanic abysses, crafting an empire built on the pillars of order, hierarchy, and ruthless discipline. Standing tall with a menacing posture, their bodies are a stark testament to their aquatic heritage and martial prowess.
The Seraphim Marauders possess sleek, muscular forms covered in dark, iridescent scales that shimmer with an ominous light, reflecting their sinister nature. Their eyes, glowing with a cold, calculating intelligence, pierce through the murkiest waters, spotting prey and intruder alike from leagues away. Their faces are sharply angular, with pronounced cheekbones and jawlines, adorned with intricate scarification that denotes rank and achievements in a complex visual language known to them alone.
Their hands and feet are webbed, culminating in sharp, retractable claws capable of slicing through armor and bone with ease. Long, flowing fins extend from their forearms and calves, aiding their swift, silent movements through the water. Their most distinctive feature, however, is the series of bioluminescent tendrils that crown their heads, acting as a mesmerizing lure for the unwary and a beacon for their kin.
Adorned in armor crafted from the exoskeletons of abyssal creatures and reinforced with magic, the Seraphim Marauders exude an aura of invincibility. Each piece of their armor is a work of art, imbued with dark enchantments and symbols of power, providing them with protection from both physical and arcane assaults.
Wielding weapons forged from the bones of leviathans and imbued with their malevolent will, these warriors are unmatched in combat. Their preferred weapon, a spear that glows with a haunting light, is not just a tool of death but a symbol of their authority and mastery over the depths.
The Seraphim Marauders live by a strict code, valuing order above all else, with a societal structure that rewards cunning, strength, and unwavering loyalty to their cause. They are conquerors, enslavers, and tyrants, seeing all other beings as either tools to be used or threats to be eradicated.
Their cities are marvels of underwater architecture, with spires and domes constructed from coral and bone, illuminated by the eerie glow of bioluminescent flora and fauna. In these dark, oppressive environments, the Seraphim Marauders plot their expansion, driven by a hunger for power and control that knows no bounds.
Comments