Eldritch Weapons: The fext’s weapon attacks are magical. When the fext hits with any weapon, the weapon deals an extra 3d8 force damage
Magic Resistance: The fext has advantage on saving throws against spells and other magical effects.
Patron’s Blessing. While the fext is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above).
Innate Spellcasting: The fext's innate spellcasting ability is Charisma (spell save DC 17). lt can innately cast the following spells, requiring no material components:
At will: Command, Hex
3/day each: Counterspell, Fear, Gaseous Form
1/day each: Hold Monster, True Seeing
Multiattack: The fext makes three Eldritch Blade or Eldritch Fury attacks. It can replace one attack with a use of spellcasting
Eldritch Blade: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 13 (3d8) force damage.
Eldritch Fury: Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) force damage.
Patron’s Might(Recharge 4-6): The fext channels its patron’s presence, terrifying those nearby. Each creature within 10 feet of the fext must make a DC 17 Wisdom saving throw. On a failure, a creature takes 42 (12d6) psychic damage, and becomes frightened for one minute. On a success they take half damage and are not frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
While fext are generally allowed to compete and sabotage each other while working beneath their patrons, their comes a point when competition starts to impede productivity. In such cases, a patron may select a specific fext, making it the undisputed lieutenant, and forcing the others to obey it. The chosen fext is granted additional power, to help it accomplish tasks and keep the other fexts in line.
Comments