Mythic Actions. If Elmina is reduced to 0 hit points in her mythic form, she doesn’t die or fall unconscious. Instead, she regains 250 hit points. Only after these hit points are depleted does she die.
Divine Void Aura. At the start of each of Elmina’s turns, each creature of her choice within 20 feet of her takes 18 (4d8) necrotic damage. Creatures that are reduced to 0 hit points by this aura are disintegrated, leaving behind no remains.
Void Empowerment: Elmina's attacks now deal an additional 3d8 necrotic damage.
Multi attack. Elmina makes two attacks with her Void Scythe.
Void Scythe. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (3d10 + 8) slashing damage plus 18 (4d8) necrotic damage.
Void Wave (Recharge 5-6). Elmina releases a massive wave of void energy in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 80 (16d8) necrotic damage on a failed save, or half as much on a successful one.
Void Rift (1/Day). Elmina creates a rift in reality at a point she can see within 120 feet. Each creature within 20 feet of that point must make a DC 24 Dexterity saving throw or be pulled 10 feet toward the rift and take 50 (10d10) necrotic damage. The rift then collapses in on itself, dealing an additional 50 (10d10) force damage to creatures within 5 feet of it.
Elmina can take 2 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. Elmina regains spent mythic actions at the start of her turn.
Void Surge. Elmina releases a burst of void energy, forcing all creatures within 30 feet of her to make a DC 24 Constitution saving throw. On a failed save, a creature takes 40 (8d8) necrotic damage and is pushed 20 feet away from Elmina. On a successful save, the creature takes half damage and isn’t pushed.
Void Step. Elmina teleports up to 40 feet to an unoccupied space she can see.
Void Shield (Costs 2 Actions). Elmina surrounds herself with a barrier of void energy. She gains 40 temporary hit points. While these temporary hit points last, she has resistance to all damage types.
Description
Elmina is no longer recognizable as the woman she once was, having been fully consumed by the Void. She has grown in size, now towering over her enemies as a large, almost celestial figure. Her skin has cracked and darkened, glowing with intense void energy that seeps through the fissures like molten lava. Her once-human features are now twisted and monstrous, with sharp, angular lines that give her an almost demonic appearance.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Elmina takes a lair action to cause one of the following effects. Elmina can’t use the same effect two rounds in a row:
Void Cataclysm. Elmina channels a catastrophic wave of void energy, releasing it on end of initiative. Eilistraee creates one 15-foot-radius safe zones that last until the wave is released. Creatures inside a safe zone must make a DC 24 Constitution saving throw, taking 50 (10d10) necrotic damage on a failed save, or half as much on a success.
Creatures outside a safe zone take 200 necrotic damage. No saving throw.
Void Tendrils. Tendrils of void energy erupt from the ground, targeting up to two creatures. Each target must succeed on a DC 24 Dexterity saving throw or be grappled (escape DC 24). While grappled, the target takes 18 (4d8) necrotic damage at the start of each of its turns.
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