Detect Life. The vizier can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. They know the general direction they’re in but not their exact locations.
Incorporeal Movement. The vizier can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
The Power of Life. At the end of the vizier's turn, they gain 8 Soul Stacks. This is represented by a number of small spectral orbs that hover around the specter. Whenever the specter is delt damage, they loose 1 stack.
Ethereal Step. As a bonus action, the vizier can magically shift from the Material Plane to the Ethereal Plane, or vice versa. When they do, they appear at a space of their choosing within 30 feet.
Unusual Nature. The vizier doesn’t require air, food, drink, or sleep.
Turn Resistance. The vizier has advantage on saving throws against any effect that turns Undead
Multiattack. The vizier makes a number of soul flare attacks equal to the number of Soul Stacks they currently have, then looses all Soul Stacks. If they have 8 or more stacks, they must. If they didn't use soul flare, they retain their stacks. They then use hallow wave if able.
Soul Flare. Ranged Spell Attack: reach 60 ft. The vizier hits a creature they can see within range, dealing 2d6 necrotic damage to each creature within 5 feet of the targeted creature.
Soul Resonance. A creature within 60 ft of the Vizier must make a DC 15 Wisdom saving throw, they take 4d4 force damage and have their movement speed halved until the end of their next turn. half damage and no speed reduction on a success.
Hallow wave (Recharge 5-6). Each non-undead creature within a 20 foot cone originating from the specter must succeed on a DC 15 Constitution saving throw, taking 4d8 necrotic damage and 2d6 force damage. half damage on a success. .
Soul Drain. The vizier targets a creature it can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, their max hit points is reduced by 4d6 and the specter regains hit points equal to the amount reduced.
Banishing Rebuke. In response to being damaged, the vizier forces the creature that damaged them to make a DC 15 Wisdom save. On a failure they are magically shifted to the Ethereal Plane from the Material Plane or vice versa. The vizier and the target must be on the same plane of existence to use this reaction.
The vizier 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 shard regains spent legendary actions at the start of its turn.
Focus (1/short rest). The vizier recharges their Hallow Wave.
Soul Resonance. The vizier makes a Soul Resonance attack.
Rift (Costs 2 Actions). The Vizier magically shifts from the Material Plane to the Ethereal Plane, or vice versa.
Soul Syphon (Costs 3 Actions). Each creature within 30 ft. of the vizier must make a DC 15 Constitution saving throw. On a failure, the vizier gains 1 Soul Stack.
Description
The vizier is a ghost that lives off of the life of others such as themselves. realizing they gain nourishment and power by the consumption of other lost souls, they consumed so much that they go mad with craving.
They take the spectral image of a humanoid with wispy cloaks and a hood covering their head. they carry an old staff that seems to fade between material and ethereal.
Previous Versions
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3/14/2024 12:06:22 PM
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1
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Coming Soon
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