Hit Points: 35(+35 per player character)
Aerial Acrobat. On each of her turns, the Crimson Countess can use a bonus action to take the Dash, Disengage, or Dodge action.
Magic Resistance. The Crimson Countess has advantage on saving throws against spells and other magical effects.
Keen Sight. The Crimson Countess has advantage on Wisdom (Perception) checks that rely on sight.
Epic Actions:
An epic boss always takes its turn on initiative count 20. On its turn, the Crimson Countess can use its movement and interaction as normal, this includes ending grapples on any target she is holding. However, it does not take an action or bonus action on its turn unless forced to do so by a spell or other effect. Instead, the Crimson Countess takes one of the following epic actions at the end of each player character’s turn:
Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage. If the target is a Medium or smaller creature, they are also [condition]grappled[/condition (escape DC 17). Until this grapple ends, the Countess can’t use their Talons attack on another target.
Frightful Screech. Each creature of the Crimson Countess’ choice that is within 120 feet of her and not deafened must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the effects of the Crimson Countess’ Frightful Screech for the next 24 hours.
While frightened by this effect, a creature must take the Dash action and move away from the Crimson Countess by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to the Crimson Countess, the creature can repeat the saving throw. On a successful save, the effect ends for that creature.
Lightning Javelin. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or ranged 20/60 feet, one target. Hit: 13 (2d6 + 6) piercing damage, plus 14 (4d6) lightning damage, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, and half as much damage on a successful one. Anyone who fails this save by 5 or more is Shocked (see Drakkenheim conditions below).
Thunder Blast (Recharge 5–6). The Crimson Countess unleashes a thunderous cry in a 15-foot cube. Each creature in the cube must succeed on a DC 17 Constitution saving throw, taking 14 (4d6) thunder damage on a failed save, or half as much damage on a successful one. Creatures who fail this saving throw are pushed 10 feet and knocked prone.
Visage of Desire (1/Day). The Crimson Countess projects a vision into the minds of creatures within 30 feet of it that aren’t constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 17 Wisdom saving throw or drop whatever it is holding and become paralyzed until the end of its next turn.
Description
The Crimson Countess is a powerful harpy matriarch. Recognizable by her red-feathered wings and deep crimson hair, she is clad in black and gold armour and carries with her a spear that crackles with electrical energies.
- Personality Trait. I screech blood-curdling war cries and perform aerial stunts as intimidation.
- Ideal. Any who walk the earth are prey for those who soar the sky.
- Bond. I collect trophies from my kills to remind my flock who is the mightiest.
- Flaw. I am aggressively territorial, envious of my rivals, and covetous of my trinkets.
Drakkenheim Conditions: Monsters of Drakkenheim Playtest Material
7. Dazed: You can move or take an action on your turn, not both. You can’t take bonus actions
8. Defenseless: Attack rolls against you have advantage.
19. Shocked:
● You’re dazed and defenseless.
● You drop whatever you’re holding in your hands.
● You must spend an action to draw, stow or pick up an object.
Treasure
- Treasure. The Crimson Countess has amassed many trinkets and trophies, most of them skulls and bones. She wields a Javelin of Lightning and her favourite charm is one of the Seals of Drakkenheim: the Steward's Seal, which can be found among her possessions in the Rookery.
Lair and Lair Actions
This is the lair of the Crimson Countess.
Rookery Lair Actions
You can create a more formidable version of an existing creature who lives in a ruined keep by giving them the following lair actions. On initiative count 20 (losing initiative ties), the ruined keep creature can take one of the following lair actions; the ruined keep creature can’t take the same lair action two rounds in a row:
- Crumbling Rubble. Pieces of the structure crumble into three 5-foot cubes within 30 feet of the ruined keep creature. Creatures in those areas must succeed on a DC 12 plus PB Dexterity saving throw or take PBd6 (5d6) (5d6) bludgeoning damage. Those areas become difficult terrain.
- Express Descent. The ruined keep creature collapses a 5-foot-square section of floor within 30 feet of them, opening a hole to the floor below. A Medium or smaller creature in that area must succeed on a DC 12 plus PB (DC 17) Dexterity saving throw or fall through the floor.
- Swaying Structure. Old timber and decrepit stone sways, shifts, and lurches. Each other creature within 60 feet of the ruined keep creature must succeed on a DC 12 plus PB (DC 17) Strength saving throw or be knocked 15 ft. towards the nearest edge of the Clocktower and fall prone. Flying creatures automatically succeed on this saving throw.
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