Medium Humanoid, Neutral
AC 16 Unarmored + Aegis of Null    Initiative -4 (6)
HP 80 (12d8)
Speed 30 ft., Incorporeal Glide: treats creatures/objects as difficult terrain during movement. Teleport: 20 ft (Projection Step)
Mod Save
STR 3 -4 -5
DEX 3 -4 -5
CON 4 -3 -3
Mod Save
INT 15 +2 +12
WIS 15 +2 +12
CHA 10 +0 +6
Skills Arcana +7, Insight +5, Perception +4, Stealth +2
Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison; Grappled, Poisoned, Prone
Gear Conjurable null-blades, spectral seals, talismanic deck-focus
Senses Blindsight 10 ft (astral sense), Darkvision 60 ft, Passive Perception 12
Languages Common can communicate telepathically (30 ft) with projected or incorporeal beings
CR 6 (XP 2,300; PB +3)
Traits

 

  • Nonexistent Physiology. Yuya is incorporeal while moving: resistance to bludgeoning, piercing, and slashing from nonmagical attacks; immunity to poison damage and the poisoned, grappled, and prone conditions. He can move through creatures/objects as difficult terrain (1d10 force if he ends his turn inside one).

  • Soulbound Duelist. Advantage on checks/saves that interact with spirits, projections, or astral forms; his attacks and effects count as magical and affect incorporeal or non-physical creatures normally.

  • Aegis of Null. While unarmored, shimmering null-script grants +2 AC (included) and advantage on saving throws against spells and powers that target only him.

  • Relentless Echo. If Yuya has at least 1 HP at the start of his turn, he regains 3 HP (regeneration).

 

Actions

 

  • Dual Manifest (Multiattack). Yuya makes two Null-Blade attacks or one Null-Blade and one Soul Seal.

  • Null-Blade (Melee Weapon Attack). +7 to hit, reach 5 ft., one target. Hit: 2d6 + 2 force. On a hit, choose one rider (once per target/turn):

    • Stat Crash: Target makes a DC 16 CON save or suffers disadvantage on its next attack roll and speed −10 ft until the end of Yuya’s next turn.

    • Damage Bleed: +1d6 necrotic; if the target concentrates on a spell/power, it makes the check with disadvantage.

  • Soul Seal (Save-based). One creature within 60 ft makes a DC 16 WIS save or becomes restrained by spectral bindings (escape DC 16; save ends at end of each of its turns). While restrained this way, it cannot benefit from damage resistances granted by spells or items.

  • Erasure Stroke (Recharge 5–6). Target creature or object within 60 ft makes a DC 16 CHA save. Failure: takes 4d8 force, and one non-artifact, non-worn object it carries is suppressed (functions cease) until the end of Yuya’s next turn. Success: half damage, no suppression.

 

Bonus Actions

 

  • Projection Step. Yuya teleports up to 20 ft to a space he can see, passing through creatures/objects.

  • Echo Amplify (1/Turn). Add +1d6 force to one damage roll this turn.

 

Reactions

 

  • Attack Negation. When Yuya is hit by a weapon attack, he imposes disadvantage on the damage roll; if the attack misses due to disadvantage from this feature, the attacker takes 2 force.

  • Existence Rebuff (1/round). When Yuya succeeds on a save against a spell or power that targets only him, the caster makes a DC 16 CON save or loses concentration.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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

An enigmatic astral duelist who fights as a living projection—slipping through matter, sealing souls, and cutting away power itself. (In Vanguard circles, tales credit him with dueling entirely out-of-body and erasing manifested avatars mid-match, though details vary by telling.)

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Planar (Astral Plane)Planar (Shadowfell)

Zackagawea

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