Discorporation. When Ashellia drops to 0 hit points or dies, her body is destroyed but her essence remains, and she is unable to take physical form for a time.
Innate Spellcasting (3/Day). Ashellia can innately cast divine word (spell save DC 26). Her spellcasting ability is Wisdom.
Legendary Resistance (6/Day). If Ashellia fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, Ashellia is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Ashellia’s weapon attacks are magical.
Right of the Goddess. Ashellia can take one reaction per turn, rather than only one per round. She cannot be knocked unconscious. If she fails a saving throw against an effect that would stun a creature, one of her unspent legendary actions is spent.
Regeneration. If Ashellia has at least 1 hit point, she regains 30 hit points at the start of her turn.
Multiattack. Ashellia can use her Frightful Presence. She then makes three attacks with her sword.
Sword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 10) slashing damage + 2d4 necrotic damage.
Frightful Presence. Each creature of Ashellia’s choice that is within 240 feet of Ashellia and aware of her must succeed on a DC 26 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 Ashellia’s Frightful Presence for the next 24 hours.
In response to an attack, Ashellia can spend one of her legendary actions to move half her movement speed.
Ashellia can take 6 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. Ashellia regains spent legendary actions at the start of her turn.
Ashellia's legendary action options are associated with each of the corrupted elements that embody her--earth, water, air, light, shadow, and will--and as a result, she will often choose the most damaging thing to the target for the job.
Ashes. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (6d10 + 10) bludgeoning damage plus 14 (4d6) necrotic damage. Anyone within 15 ft. of the target takes 3d10+10 fire damage plus 14 (4d6) necrotic damage.
Abyss. Ashellia slams down a tsunami of black ocean water in a 60 foot radius within her line of sight. Each creature in that area must make a DC 27 Constitution saving throw, taking 67 (15d8) cold damage and 6d8 necrotic damage on a failed save, or half as much damage on a successful one.
Thunderstorm. Ashellia breathes in a 90-foot cone in front of her. Each creature in that cone must make a DC 27 Dexterity saving throw, taking 88 (16d10) thunder damage plus 26 (4d12) lightning on a failed save, or half as much damage on a successful one.
Ionized. Ashellia breathes, and a beam of light 120 ft. long and 10 ft. wide emerges from her mouth. Each creature in that area must make a DC 27 Constitution saving throw, taking 110 (20d10) radiant damage on a failed save, or half as much damage on a successful one.
Darkness. Shadows emerge from Ashellia's hands in a 90-foot cone in front of her. Each creature in that area must make a DC 27 Wisdom saving throw, taking 74 (21d6) necrotic damage on a failed save, or half as much damage on a successful one.
Slumber. Ashellia touches one player's face, and they must make a DC 20 Wisdom saving throw, or they fall unconscious.
Description
In the beginning, there was nothing and no one, with the exception of God. God had no name, not then, but her children eventually chose to call her Ashellia. Tensions grew, and soon the new gods and Ashellia began to fight--until the new gods killed Ashellia.
Now, after so long regenerating, Ashellia has returned, and now she plots to destroy all gods, good and ill, and remake the world of the mortals in her image. They see her as a monster, so that is what she has become--a corrupt, ultra-powerful monster.
Comments