Medium Humanoid, Lawful Neutral
AC 19 Captain's Gear    Initiative +5 (15)
HP 255 (30d8 + 120)
Speed 35 ft.
Mod Save
STR 16 +3 +3
DEX 20 +5 +11
CON 18 +4 +4
Mod Save
INT 14 +2 +2
WIS 16 +3 +9
CHA 20 +5 +11
Resistances Lightning, Psychic, Thunder
Senses Darkvision 120ft; Passive Perception 19
Languages Common, Deep Speech, Elvish, Primordial
CR 17 (XP 18,000, or 10,000 in lair; PB +6)
Traits
Legendary Resistance (3/Day). If Nyra fails a saving throw, she can choose to succeed instead.
Commander’s Presence. Allied creatures within 30 feet have advantage on saving throws against being frightened or charmed.
Queen of the Drowned Sky. Nyra ignores difficult terrain and can walk across storm clouds, water, and air as if they were solid ground.
Duelist’s Reflexes. Nyra may make one melee weapon attack as a reaction each round when a creature misses her with a melee attack.
Evasion. If Nyra succeeds on a Dexterity saving throw, she takes no damage instead of half.
 
Commanding Presence. Allies within 30 ft gain +2 to attack rolls while Nyra is conscious.
 
Dark Elf Ancestry. Magic resistance (advantage on saving throws vs. spells).
 
Sky Duelist. Once per turn, Nyra can add her Charisma modifier (+5) to a weapon attack or damage roll.
Actions
Stormpiercer (Longsword). Melee Weapon Attack: +13 to hit, reach 10 ft., one target.Hit: 1d10 + 8 slashing + 1d6 lightning damage. (Versatile: 1d12 slashing).On a crit: target is Marked (see Leviathan’s Mark).
Sorrowbite (Firearm). Ranged Weapon Attack: +13 to hit, range 90/300 ft., one target.Hit: 3d6 necrotic + 1d6 thunder.
Storm Echo (Recharge 5–6): All creatures within 10 ft of the target make a DC 16 Con save or take 3d6 thunder damage and are deafened.
Skygrave Spiral (Once per Duel)
Nyra spins Stormpiercer in a sweeping arc charged with stormlight.
     Effect: All creatures within 10 feet must make a DC 17 Dexterity saving throw or take 4d6 lightning + 4d6 slashing damage and be pushed 10 feet. On a success, they take half damage and are not pushed.
 
Bonus: If only one creature is affected, she may immediately leap to them and strike again as a free reaction.
 
Bonus Actions

Skypiercer’s Step (3/Day): Teleport 60 ft to a visible point under open sky. Enemies within 5 ft of destination make a DC 15 Strength save or be pushed 10 ft.

Sovereign’s Command (1/Encounter): All creatures CR 10 or lower within 60 ft must make a DC 17 Wisdom save or be frightened for 1 minute.
Veil of Rain and Smoke: As a bonus action, you can shroud yourself in swirling mist and StormCloud for 1 minute.
  While veiled: You are lightly obscured, and creatures more than 10 ft away have disadvantage on ranged attacks against you.
   You can see through the mist without issue.
   You may end the veil early as a free action.
    Usable once per long rest.
Reactions

Drowning Riposte

When a creature within melee range misses Nyra with a melee attack. With a blur of motion, Nyra twists her blade through the opening left by the attacker’s failure. She makes a Stormpiercer attack against the attacking creature.

If the attack hits, the target must succeed on a DC 17 Constitution saving throw or suffer one of the following effects (Nyra chooses):
Disarmed: Target drops one weapon they’re holding.
Wind-Pinned: Target’s speed is reduced by 10 until the end of their next turn.
Silenced: Target cannot cast spells with verbal components until the end of their next turn.
Battlefield Instincts.
  When an ally within 30 feet fails a saving throw, you may use your reaction to allow them to reroll it.
  You may use this feature once, regaining the use on a short or long rest.
 
 
Legendary Actions

Nyra can use 1 of the following options at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.

Thunder step Feint (1): Teleports up to 30 ft and makes one Storm piercer attack with advantage. If it hits, the target must make a DC 17 Strength save or be knocked prone.
Queen’s Rebuke (1): When hit in melee, reduce the damage by 1d10 + 11 and make a free melee attack. 
Breath of the Leviathan (2): All enemies within 15 ft must succeed a DC 18 Con save or be blinded and restrained until the end of their next turn. Success: Half damage (3d6 force) and not restrained.
Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Captain Nyra Sky is a vision carved from storm and shadow, a striking synthesis of elegance and menace that unsettles even the bravest souls who board the Leviathan.
Tall and statuesque, Nyra moves like a blade drawn in silence, every step deliberate, every glance edged with danger. Her obsidian skin bears faint traceries of glowing violet ink, ancestral runes that shift like smoke across her arms and neck, pulsing brighter when she commands the Leviathan’s soul-core. Her eyes are twin shards of amethyst lightning, cold and calculating, yet brimming with an ancient, hungering fire.
Her white hair falls in thick braids laced with silver rings and charms trophies from sky pirates, dead gods, and rivals who underestimated her. She wears a long officer’s coat made from the stitched hide of Leviathan, high-collared and storm-gray, always swirling around her even when the air is still. At her hip rests a saber whose name is never spoken aloud, and on her other side, a pistol forged from the Leviathan’s own teeth humming faintly with unnatural life.
Nyra's voice is low, measured, and cool as falling ash. She never shouts. She doesn’t need to. When she speaks, her crew obeys. or disappears.
Yet for all her severity, there is a terrible beauty to her. In the rare moments she smiles, it's like lightning split the dark, fleeting, dangerous, and unforgettable. Some say she communes with the Leviathan’s lingering spirit in the dead of night. Others claim she is slowly becoming something more or less than mortal.
Whatever the truth, one thing is certain: to cross her is to gamble with your life... and to serve under her is to dance on the edge of the world.

Lair and Lair Actions

Aether Pulse Shields
Description: Nyra slams her hand to a crystal rail. The Leviathan hums, generating shimmering shields along the interior hull.
Effect: All non-hostile creatures Nyra designates within 60 ft gain resistance to all damage from AoE spells or effects until the start of the next round.
Additionally, all passengers and civilians in the area are shielded from collateral damage no AoE from either side can affect them.
           “You fight me, not them.”
Gravity Lurch
Description: With a gesture, Nyra tilts the ship’s gravity gyros. Deck plates rotate, throwing off balance.
Effect: All hostile creatures must succeed on a DC 18 Dexterity saving throw or be knocked prone and slide 10 feet in a direction of her choosing.
Flying or hovering creatures must make a DC 15 Strength save or be pushed 15 feet off course and lose concentration, if applicable.
 
Leviathan’s Roar
Description: Deep from the hull, the living remnants of the Leviathan echo in defense of its Captain.
Effect: Each hostile creature of Nyra’s choice within 60 ft must succeed on a DC 17 Wisdom saving throw or become frightened until the end of their next turn.
Creatures that fail by 5 or more are also deafened by the roar for 1 minute (save ends at the end of their turns).
 
Internal Turrets: Nonlethal Suppression
Description: Concealed panels open in the walls, deploying small arcane turrets that emit stunning blasts — clearly calibrated to incapacitate, not kill.
Effect: Up to 3 targets hostile to Nyra must make a DC 18 Constitution saving throw or be stunned until the end of their next turn.
These effects cannot reduce a creature to 0 HP. if a target is below 30 HP, they fall unconscious instead of stunned.
               “Surrender. You’ll survive. I don’t offer twice.”
 
Protective Lockdown
Description: With a short command phrase, the Leviathan seals doors, reroutes footbridges, or seals off civilian sections.
Effect: All hostile teleportation or forced movement into or through protected zones automatically fails until the start of the next round.
Allies of Nyra gain +2 AC and saving throws while within 15 feet of any structure or cover on the ship.
Creatures attempting to harm a non-combatant are immediately marked (granting advantage on attacks vs. them until the end of the next round).
 
 
 

Previous Versions

Name Date Modified Views Adds Version Actions
5/27/2025 5:09:17 AM
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