Small Humanoid, Chaotic Evil
AC 19    Initiative +11 (21)
HP 200 (10d20)
Speed 50 ft.
Mod Save
STR 20 +5 +12
DEX 22 +6 +13
CON 1 −5 +2
Mod Save
INT 12 +1 +8
WIS 16 +3 +10
CHA 28 +9 +24
Skills Perception +12, Stealth +6
Vulnerabilities Acid, Piercing
Resistances Bludgeoning, Fire, Poison, Radiant
Immunities Cold; Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
Languages Common, Draconic
CR 15 (XP 13,000, or 15,000 in lair; PB +5)
Actions

Multiattack. Douma makes four attacks: two with his Tessenjutsu, one with his War Fans, and one from his Blood Demon Art: Cryokinesis.

Tessenjutsu. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (2d8 + 6) Bludgeoning damage

War Fan. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (3d12 + 2) Slashing damage

Frozen Lotus. Melee Attack Roll: +11, reach 10 ft. Hit: 15 (6d6) Cold damage

Lotus Vines - Similar to his Frozen Lotus technique, Douma creates several lotuses made of ice and long frost vines that extend up to 60 ft  (4d4) Cold damage cold damage and can capture (Target must succeed on a DC 29 Strength saving throw or be restrained by frost vines. A creature restrained by the vines can use its action to make a Strength DC 29 to free itself) or take an additional (4d4) cold damage. for each action you use the dc lower by1 until your free or dead.

Barren Hanging Garden - A series of 8 successive fan attacks that generates ice shards to slice the enemy into pieces, roll 8 war fan attacks reach 60 ft., one target. (6d6) Cold damage

Wintry Icicles - Douma spawns 9 ice sickles that to impale his target(s). Each ice sickle hits a creature of his choice that he can see within range. Each ice sickle deals ((5d8) Cold damage for each ice a 5 foot cylinder downwards.

 Scattering Lotuses - Douma swings his fans and creates a blizzard of long-ranged razor-sharp ice shards shaped like lotus petals dealing (8d8)

Reactions

Ice Blast (Recharge 10). In response to a creature entering 10ft. of Douma while he is below 50% hp, he expels an icy blast from his body in all directions. Every creature within 10ft., must succeed a DC 20 Dexterity saving throw or take (6d6)

Uncanny Dodge. When Douma is hit by an melee attack from an attacker he can see, he can halve the damage taken.

 

Legendary Actions

Douma can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Douma regains spent legendary actions at the start of his turn.

Reversal (Costs 3 Actions). When a creature makes a melee attack against Douma that misses by 10 or more, they must succeed on a DC 50 Strength saving throw or be disarmed and then impaled with their own weapon taking max damage.

Habitat: Forest

christianzukus

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