Legendary Resistance (3/Day). If Arvidt fails a saving throw, he can choose to succeed instead.
Brittle Bone Armor. At the start of combat, jagged bone plates grow from Arvidt’s skin, giving him 30 temporary hit points, resistance to slashing and piercing damage, and +2 AC while he has those temp HP (already included). When the temp HP are gone this effect ends. As a bonus action, he can re-grow the armor (no temp HP) to regain resistance to slashing/piercing until the start of his next turn. This is inspired by osteomancer defenses.
Lightning Scion Carving. Arvidt bears the perfected Lightning Scion carving. A number of times per day equal to his proficiency bonus (6), he can use a bonus action to teleport up to 60 ft to a space he can see and his next spell attack before the end of his next turn deals an extra 2d12 lightning damage on a hit. He has Immunity to lightning damage innately from this carving, and once per day he can cast create undead without material components before the fight to prep extra bodies.
Scion Conductor. While at least 3 Galespire Coils in the room are active, Arvidt has resistance to all damage (except force and psychic) and advantage on Dexterity saving throws. While exactly 1–2 coils remain, he only has resistance to nonmagical bludgeoning, piercing, and slashing. With 0 coils, he loses these benefits entirely and becomes vulnerable to being burst down.
- Spellcasting. Arvidt is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). His spells are a mix of standard wizard magic, lightning-themed Scion spells, and osteomancy. Spells marked with 𐤃 are from Steinhardt’s Guide (gravity/osteomancy spells).
- Cantrips (at will) – brittle bone throw𐤃, gravity spike𐤃, shocking grasp, mage hand, prestidigitation
- 1st level (4 slots) – shield, mage armor, magic missile, bone shield𐤃, absorb elements
- 2nd level (3 slots) – mirror image, misty step, rupturing curse𐤃, lightning charged𐤃
- 3rd level (3 slots) – counterspell, fly, fireball (reskinned as a burst of bone fragments and lightning), maiden of bones𐤃
- 4th level (3 slots) – dimension door, gravity barrier𐤃, greater invisibility
- 5th level (2 slots) – wall of force, synaptic static
- 6th level (1 slot) – erupting lightning𐤃
- 7th level (1 slot) – reverse gravity (flavored as bones and debris orbiting a gravity core)
- He typically has mage armor up before combat.
Living Conduit. Upon Reaching 50% hit points, or 3 of his conduits have been destroyed, Arvidt staggers onto the resurrection slab, slams a control lever, and the Primary Conduit bathes him in Scionic energy.
- He immediately regains 60 HP
- gains a flying speed 40 ft.
- Marrow Rupture damage increases to (36) 8d8.
- Every round, on initiative 20, the Surging Conduit lair action happens automatically in addition to another lair choice – the whole room is now unstable.
- Any remaining coils discharge once, then burn out (no more Scion Conductor resistance)
Multiattack. Arvidt uses Bone Lance twice, or uses Bone Lance once and casts a cantrip.
Bone Lance. Ranged Spell Attack: +11 to hit, range 120 ft., one to three targets. Hit: 10 2d6 + 3 piercing plus 7 (2d6) necrotic damage. He can split the three lances among targets like scorching ray.
Marrow Rupture (Recharge 5–6). Arvidt targets a point he can see within 90 feet; bone shards explode from the victims’ own skeletons. Each creature in a 20-foot radius must make a DC 18 Constitution save. On a failure: 27 (6d8) necrotic damage, speed halved, and it can’t regain hit points until the start of Arvidt’s next turn or half damage and no additional effect on a success.
Reform Bone Armor (Recharge 4–6). If his Brittle Bone Armor is gone, he regrows a thinner layer, gaining 15 temporary hit points and resistance to slashing and piercing until the start of his next turn.
Lightning Step (via Lightning Scion). As described in the trait – teleport and empower his next attack.
Bone Shield. When a creature Arvidt can see hits him with an attack, he can reduce the damage by 1d12 + 4. If the attacker is within 10 feet, it takes slashing damage equal to the amount prevented as calcified femurs explode outward (this is his personal twist on the bone shield spell).
Counterspell.
Arvidt can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.
- Cantrip. Arvidt casts a cantrip.
- Bone Shrapnel. Arvidt detonates loose bone fragments in a 15-foot cone. Creatures in the area make a DC 18 Dexterity save or take 10 (3d6) slashing + necrotic damage and have their speed reduced by 10 feet until the end of their next turn.
- Lightning Step (Costs 2 Actions). Arvidt uses his Lightning Scion teleport without spending a use of the carving. Creatures within 5 feet of either his starting or ending space must succeed on a DC 18 Dexterity save or take 9 (2d8) lightning damage.
- Overload Coil (Costs 3 Actions). Arvidt targets an active Galespire Coil within 60 feet. The coil immediately emits a surge: creatures within 15 feet of that coil must make a DC 18 Dexterity save or take 18 (4d8) lightning damage and be pulled 10 feet toward the coil. The coil then takes 20 force damage (it might explode; see coil rules)
Lair and Lair Actions
Scion Lab (Initiative 20, losing ties)
While Arvidt lives, on 20 he chooses one unused effect; once all are used, they can repeat.
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Cross-Room Arc. Two coils on opposite sides link; a crackling line stretches between them. Each creature along that line or within 5 ft. of it must make a DC 17 Dex save or take 14 (4d6) lightning damage and be pulled 10 ft. toward the line.
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Surging Conduit. The primary Conduit flares. Each creature within 20ft radius sphere to it must succeed on a DC 17 Intelligence save or take 10 (3d6) Psychic damage suffer 1 short-term madness
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Manikin Vat Rupture. One of the northern vats bursts; a Bone-Stitched Manikin enters play next to it (max 2 from this effect).
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