Dragon's Eye. Visquela can see through magical darkness as if it were non magical and has advantage on wisdom (perception) skill checks.
Ice Queen. Visquela can move on difficult terrain made from ice normally and if she moves on terrain that is not yet difficult terrain she can turn it into icy difficult terrain. if Visquela would be covered in ice or is hit by cold damage she can increase her AC by 1 per instance of damage for 1 round instead or heal half of the damage she would have taken instead.
Kings Seal. After casting any spell that isn't a cantrip Visquela's next spell cast must be a cantrip or it fails.
Frightful Presence. Each creature of Visquela's choice that is within 120 feet of Visquela and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Visquela's Frightful Presence for the next 24 hours.
Spellcasting. Visquela is a 11th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 18, +8 to hit with spell attacks). Visquela has following spells prepared: Cantrips (at will): ray of frost, chill touch, frostbite, toll the dead, vicious mockery
1st level (at will): compelled duel, dissonant whispers, magnify gravity, frost fingers, ice knife, unseen servant
2nd level (4 slots): hellish rebuke, crown of madness, detect thoughts, icingdeath's frost
3rd level (3 slots): counter spell, sleet storm, vampiric touch
4th level (3 slots): gravity sinkhole, ice storm, water sphere
5th level (2 slots): moonbeam, summon draconic spirit
6th level (1 slots): wall of ice
Multiattack. This creature can make 2 melee attacks.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 6 (2d4 + 2) slashing damage.
Longsword. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 8 (2d6 + 2) piercing damage.
Cold Breath (Recharge 6). Visquela exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. after Visqula uses this action, she is encased in ice and her AC is increased by 4 while encased and the encasing has 30 hp and is vulnerable to fire damage. she cannot take actions while encased and heals 1d6 +2 hp every turn she is encased or hit with cold damage.
As a bonus action this creature can cast 1 spell that would require them to touch a target and apply it to one of its melee attacks instead.
Visquela 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. Visquela regains spent legendary actions at the start of its turn.
Attack. Visquela can make 1 melee attack infused with 2d6 cold damage.
Frost Plain. Visquela can cover a 20-foot cone in ice making it a difficult terrain. if the cone covers an area that is already covered in ice, then creatures in the cone are covered in frost and make a DC 18 constitution saving throw or their movement speed is halved on their next turn.
Flash Freeze (2 actions). As a reaction Visquela can target 1 melee attacker and make it take a DC 18 constitution saving throw. On a failed save, a creature takes 4d8 cold damage and is covered in ice for 1 minute or until this creature or another creature uses its action to break the ice off. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects.
Lair and Lair Actions
Visquela's lair is her entire kingdom with the epicenter being her castle.
Lair Actions
On initiative count 10 (losing initiative ties), Visquela takes a lair action to cause one of the following effects; Visquela can’t use the same effect two rounds in a row:
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Target 1 creature and make it take a constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects.
- Target 1 creature and freeze its weapon lowering its + to hit by 2 and making the weapon deal cold damage instead until a creature uses its action to break the ice off or attacks with the weapon.
- Causes area covered in ice to explode dealing 4d6 cold damage to all creatures in the covered area. the ice is then expanded by 10 feet in all directions.
Regional Effects
The region containing Visquela's lair is covered in forever winter, which creates one or more of the following effects:
- All creatures within Visquela's castle have disadvantage on Wisdom (perception) skill checks that rely on sight or touch.
- The entire kingdom is covered in a forever winter that will not fade when seasons change.
If Visquela dies, these effects fade over the course of 2d6 days.
Previous Versions
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