Daemon Count. Every time an attack misses, she passes a save or gains hit points she gains one charge. If a round ends and Viola has not been targeted, she gains one charge.
Spellcasting. Each spell level requires an additional charge to use (e.g. a 2nd level spell with take 2 Charges)
1st level: Dissonant Whispers, Silvery Barbs
2nd level: See Invisibility, Warding Wind
3rd level: Antagonize, Fear
4th level: Compulsion, Moonlight
Portent. (2 Charges) Once per turn, Viola can roll two d20s and replace any attack roll, saving throw or ability check made by herself or Victor. She must choose to do so before the roll.
Multiattack. Viola can redeem charges or make 3 attacks with Ethereal Beam or two with Ethereal Blade.
Ethereal Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 13 (2d8+5) Slashing damage + 4 (2d4) radiant damage.
Ethereal Beam. Ranged Weapon Attack: +11 to hit, range 120ft., 1 target. Hit: 15 (2d10 + 5) force damage.
Charges:
Spellcasting: You can cast a spell from the list of spells prepared for charges equalling to the level of the spell.
Territory Control. (4 Charges) Viola can use her action to choose one additional lair action to add to the pool. This lasts until the start of her next turn.
Psychic Scream. (5 Charges) All creatures that can hear within a 200 ft radius must make an Intelligence Saving throw. On success, they take half damage and are not otherwise affected. On failure, they take 10d12 psychic damage and are stunned until the start of Viola’s next turn.
Teleport. (3 Charges) Viola can use her bonus action to teleport anywhere up to 150 ft in an unoccupied space.
Spell Deflect. (2 Charges) Once per round, Viola can choose to counterspell one spell cast within her sight. If the spell is suspected to be above 5th level, she can choose to either expend an additional charge per level or use the usual combative saving throws of Counterspell.
Ethereal Attack (Costs 1 Action). Viola can attack twice with either Ethereal Blade or Ethereal Beam
Terrain Manipulation (Costs 2 Actions). Viola can choose 2 areas within 80ft of her to cause 20ft circles of either Darkness, Difficult Terrain or Spikes (Spike Growth).
Health Boslter/Switcharoo? (Costs 3 Actions). Viola gains 4d10 temp hp for a round and if used at the same time as Victor's Switcharoo? will swap places with him and gain another stacking 4d10 temp hp for that round.
Description
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Lair and Lair Actions
Lair Actions:
On initiative count 20 (losing initiative ties), Victor and Viola take a lair action to cause one of the following effects.
- Targeting Override - Victor and Viola have advantage on attacks against 2 random enemies, enemies cannot benefit from invisibility or cover. Roll 2d6 on a 6 it is all (1 - Raquel, 2 - Silver, 3 - Hex, 4 - POM, 5 - Tigs, 6 - ALL)
- Recompile Terrain - 3 squares of 5ft on the map are immediately raised or lowered by 10 ft.
- Electric Sector - The ground on a third of the lair becomes electrified any creature who starts their turn in the field take 3d6 lightning damage and if they end their turn in it will become stunned until the start of their next turn.
- Overheat Floor - Enemies who are stood on level ground when they start or end their turn take 3d10 fire damage.







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