Medium Humanoid, Any Alignment
Armor Class 18 Mage Armor + Bracers of Defense
Hit Points 80 (14d6 + 28)
Speed 30 ft., Burrow 30 ft.
STR
10 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
20 (+5)
WIS
11 (+0)
CHA
16 (+3)
Saving Throws INT +10, WIS +5, CHA +8
Skills Acrobatics +8, Arcana +10, Insight +5, Intimidation +13, Nature +10, Stealth +13
Damage Resistances Necrotic
Senses Passive Perception 12
Languages Abyssal, Birdfolk, Common, Deep Speech, Gnomish, Infernal, Primordial
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Arcane Recovery (1/Long Rest). Once per day when Adycka finishes a short rest, she can choose expended spell slots to recover - up to a combined level of 7, and none of the slots can be 6th level or higher.

Chef. As part of a short rest, Adycka can cook special food, provided she has ingredients and cook’s utensils on hand. She can prepare enough of this food for 9 creatures. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

Delightful Meal. With one hour of work or when Adycka finishes a long rest, she can cook 5 treats. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain 5 temporary hit points.

Gnome Cunning. Adycka has advantage on all Intelligence, Wisdom, and Charism saving throws against magic. 

Grim Harvest. Once per turn when Adycka kills one or more creatures with a spell of 1st level or higher, she regains HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. She doesn’t gain this benefit for killing constructs or undead.

Inured to Undeath. Adycka's HP maximum can't be reduced. 

Undead Thralls. When Adycka casts animate dead, she can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever she create an undead using a necromancy spell, its max HP is increased by 14 and it adds +5 to its weapon damage rolls.

War Caster. Adycka has advantage on CON saving throws that she makes to maintain her concentration on a spell when the wizard takes damage. 

Spellcasting. Adycka is a 14th-level spellcaster. Her spellcasting ability is intelligence (spell save DC 19, +11 to hit with spell attacks). She has following wizard spells prepared:

Cantrips (at will): bright sparks, chill touch, drizzle, mage hand, prestidigitation, toll the dead
1st level (4 slots): absorb elements, chromatic orb, creeping touch, magic missile, shield
2nd level (3 slots): darkbolt, blindness/deafness, Krail's rupture, slither, wither and bloom
3rd level (3 slots): animate dead, bestow curse, counterspell, Orro's mark of fate
4th level (3 slots): ride the lightning, spirit of death
5th level (2 slots): danse macabre, negative energy flood, true seeing
6th level (1 slot): circle of deathcreate undeadDeny Death, life drain
7th level (1 slot): charnel banquet, finger of deathMeandering Walk (cast the night before a battle)


Meandering Walk. When Adycka fails or looses her last death saving throw, instead of dying her body enters a necrotic state and becomes Immune to all damage, healing spells and spell effects except for the spell Disintegrate . At the start of her next turn, she becomes a Meandering Ghost occupying the same space as her corpse, retaining her ability scores, alignment and personality. While she is a Meandering Ghost, she uses the Meandering Ghost stat-block using the appropriate numbers pertaining to her proficiency bonus and Hit Points where needed on the stat block:

  • Hit Point value is equal to half of her maximum hit points at the time of death. Her Hit Die remain the same.
  • Armor Class Value is equal to 16
  • Her maximum spell slots at the time of death are now reduced by half (to a minimum of 1). Taking any empty slots first (For example if she had 4 1st level spell slots, as The Meandering Ghost she would now only have 2.) Any already expended spells do not regenerate while she is a Meandering Ghost, Any spells used as a Meandering Ghost are still expended should she returns to her body.
  • Her saving throw proficiencies remain the same.

To return to her body she must offer a soul (or souls) in her place. To do so an action taken by her must reduce a creature to 0 hit points, with that creatures CR level being added to her "Soul Pool". Once she has amassed souls equal to 15 she may return to her body and possess it (no action required), once she's done so her body is brought back to life as if by the Revivify spell.

Should she die as a Meandering Ghost her soul passes onto the afterlife as normal but can only be returned via a Resurrection spell or a spell or feature of greater potency.

While she is a Meandering Ghost she is considered Undead for the remainder of the time left from when she first cast this spell, and her soul is in limbo between the realms until she either dies, the duration of the spell ends, or she accrue enough souls to pass on in her stead.

Once she has experienced this out of body experience and repossessed her corpse, she cannot do so again unless she casts this spell again.

Actions

Actions. Adycka may make one dagger attack or casts a spell.

Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Command Undead. Adycka chooses one undead within 60 feet of her and forces it to make a saving throw (DC 19). If it fails, it becomes friendly to her and obeys her commands until she uses this feature again.

Fortification from the Deceased. Adycka siphons HP from any undead she has under her command up to a maximum of 30 hit points and may distribute temporary HP among any creatures she can see within 30 ft. equal to the amount of HP siphoned. 

Bonus Actions

Spells. misty step

Reactions

Spells. counterspell, Orros mark of fate, shield

Deny Death (6th level spell). When a creature within 30 feet of Adycka is reduced to 0 HP she may use her reaction to cast Deny Death:
Through great exertion and willpower you bind the soul of a dying creature to its own body. For the duration of the spell the creature cannot fall unconscious, even after falling to 0 hp or dying. The creature can move and act as normal but it still has to make death saving throws and suffers normal effects of taking damage while at 0 hit points. While under the effect of this spell the creature cannot receive any healing. Additionally if the creature fails three death saves, upon ending the spell, the creature is considered dead.

Fade Away (1/short rest). Immediately after Adycka takes damage, she can use her reaction to magically become invisible until the end of her next turn or until she attacks, deals damage, or forces someone to make a saving throw.

Spurn the Peacebringer (1/Long Rest). When Adycka has true seeing and another creature is killed within 60 feet of her she may use her reaction to attempt to intimidate the Shepherd of the Doomed into leaving them. To do so, she must make a intimidation or persuasion check (she has advantage on the roll) contested by the Shepherd's insight check. On a success the Shepherd backs off and the creature who was killed instead returns to life with  (1d6) hit points.

Warcaster. Adycka may use her reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

izziearno

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