Reality Manipulation. Manipulate reality as if it were a drawing to an artist. This includes but is not limited to, connecting 2 points in space as if folding a piece of paper and traveling between them, phasing itself and others through objects, molecular control over objects, control over the speed of time (Unable to reverse it or use this ability on others), shapeshifting, voice changing, dematerializing. Only one manipulation may be performed at a time to a target other than self. This may be performed at a frequency decided at the discretion of the dm.
Observant. you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Clashing Wills While Isra is in control over The Fusion, that does not mean Claire has no influence. If Claire strongly disagrees with what is happening all rolls are performed at disadvantage, If Claire strongly agrees with what is happening, all rolls are performed with advantage. If Claire is indifferent, rolls are performed as normal.
Multiattack. The Fusion makes two attacks: one with its Rend and one with its Restructure.
Rend. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 35 (6d8 + 8) slashing damage plus 27 (6d8) necrotic damage. If The Fusion scores a critical hit, it rolls damage dice three times, instead of twice. The necrotic portion of damage cannot be healed.
Restructure. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 53 (10d8 + 8) slashing damage; If The Fusion scores a critical hit, it rolls damage dice three times, instead of twice. This attack can be used to heal an ally that is not The Fusion instead of dealing damage.
Teleport. The Fusion magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Enter The Crystal Void. The Fusion enters its core removing itself from combat and also effectively hiding its presence.
Rage. Enter rage state. when first entering rage state roll 1 d100 for the Effects table. you may roll this again as a bonus action on any of your turns while raging. rage ends if you have not dealt damage or had damage dealt to you in the last round. while raging add 10 lightning damage to all hits
Has 3 Legendary Actions Per Round of combat
Rend. The fusion makes a Rend attack
Refill. The Fusion may, while in the Crystal Void, use this Legendary Action to heal 10% of its maximum hp.
Protect. The Fusion may sacrifice 10% hp to increase the armor class of one ally by 6 and raise any saving throws that character makes by 6.
1 Mythic Action Per Week
ERASE (Costs 1 Actions). The Akiramenai-IsrafilViar Fusion must be above half HP to perform this action. Sacrificing some of her own matter (50% of max hp) Claire erases an opponent from this timeline. they cease to exist and people no longer remember them, though their actions up to this point still have occurred.
Split (Costs 1 Actions). The Akiramenai-IsrafilViar Fusion may make a dc 10 wisdom save to split back into Isra and Claire. The check increases by a dc of 2 each day they are fused and the dc never resets to 10.
Description
Claire's form is comprised of a color and a material from beyond our perception so it simultaneously is there and isn't at all times, both blocking sight and not being visible. As a result it looks like the absence of space.
Lair and Lair Actions
Beyond Our Reality
Lair Actions
On initiative count 40 (losing initiative ties), the [Akiramenai-IsrafilViar Fusion] takes a lair action to cause one of the following effects; the [Akiramenai-IsrafilViar Fusion] can’t use the same effect two rounds in a row:
- Shifts reality in the same way her character ability lets her but in multiple simultaneous ways rather than limited to one.
- Claire the lair drives a foe of Claire's choice insane as she forces them to see things beyond their existence.
Regional Effects
The region containing a legendary [Akiramenai-IsrafilViar Fusion]’s lair is [Beyond your Reality], which creates one or more of the following effects:
- Each turn a mortal must roll a dc 24 wisdom saving throw or be driven to insanity resulting in 1 insanity point. if any mortal possesses 3 insanity points at any time, they die instantly from what they have witnessed.
- Physics change in up to 3 ways the dm may determine as the party enters the lair. these effects must be declared to the party but may change each visit.
If the [Claire] dies, these effects fade over the course of 999999999d100 days.
Previous Versions
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3/7/2025 10:50:37 PM
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Coming Soon
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