Medium Humanoid, Lawful Evil
Armor Class 18 Magical Ward
Hit Points 222 (40d10 + 22)
Speed 40 ft.
STR
12 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +8, CHA +8
Skills Acrobatics +8, Arcana +7, Intimidation +8, Perception +6
Damage Resistances All
Condition Immunities Charmed, Frightened, Paralyzed, Unconscious
Senses Darkvision, Passive Perception 15
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits
  • Palette Vibrante (Phase 1): A debilitating magical mark. If a marked creature targets Art with an attack or harmful spell, they suffer 3d6 psychic damage immediately before their attack or spell resolves.

  • Evasion (Trait): If Art is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

  • Bleed: A creature takes 1d4 necrotic damage per stack of Bleed at the start of its turn. Receiving magical healing or passing a DC 15 Wisdom (Medicine) check as an action staunches the wounds and removes all stacks.

  • Sinking: A creature afflicted with Sinking has disadvantage on their next saving throw. The condition ends immediately after applying to one roll.

    Phase One - Docent seeking Critique:

    • Unbreakable Ward: As long as at least one Student Ally is alive, Art has resistance to all damage.

    • Phase Shift: When reduced to 0 hit points, Art's ward shatters. She does not die; instead, she instantly transitions into Phase 2.

    Phase two - Hunger, Thirst: 

    • Everything... Red!: The exact moment Art enters Phase 2, she unleashes an unavoidable wave of debilitating energy. All hostile creatures within 60 feet must make a DC 16 Constitution saving throw. On a failure, a creature suffers 3 stacks of Bleed and the Sinking condition. On a success, they suffer 1 stack of Bleed.

    • Exploit Weakness: Art deals an additional 3 (1d6) necrotic damage on melee attacks for every stack of Bleed the target currently has.





Actions

Phase One:

  • My Canvas... (Multiattack): Art makes two Such Hues... strikes.

  • Such Hues...: Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) necrotic damage.

  • Paler... Still Paler!: Art targets up to three creatures within 60 feet. They must succeed on a DC 16 Charisma saving throw or be marked with Palette Vibrante for 1 minute.

  • Ah, Inspiration... (Recharge 5-6): Art unleashes a 30-foot radius burst of crushing gloom energy. Each creature in the area must make a DC 16 Dexterity saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much on a successful one.

    • Defense Mechanic: If a creature took the Dodge action on their preceding turn, they automatically reduce the total damage taken from this attack by 90% (taking only 4 damage), overriding the standard saving throw mechanics entirely.

Phase Two:

  • A Work of Art! (Multiattack): Art abandons all defense to strike relentlessly. She makes four Color It... Red! strikes. Also, every 3 turns, trigger the Everything... Red! Attack, unless a special condition is met to offset this.

  • Color It... Red!: Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the attack hits, the target gains 1 stack of Bleed. If the target already has Bleed, this attack also triggers her Exploit Weakness trait.

Bonus Actions

 Phase One:

  • A New Perspective: Art takes the Disengage action and moves up to half her speed.

  • Flick of the Wrist: Art commands the paint to leap. She applies 1 stack of Bleed to one creature within 30 feet currently marked by Palette Vibrante.

Phase Two:

  • Feverish Pace: Art takes the Dash action.

  • Siphon the Red: Art pulls the vitality from a bleeding target within 30 feet. The target must succeed on a DC 16 Constitution saving throw or take necrotic damage equal to twice their current number of Bleed stacks D6. Art regains hit points equal to the damage dealt.

Reactions

Phase One:
Unseemly, the Lot of You!:
When Art is hit by a melee attack from a creature she can see, she adds +4 to her AC against that attack, potentially causing it to miss. If the attack misses, the attacker takes 7 (2d6) psychic damage from the jarring brush parry.

Phase Two:
Visceral Counter:
When a creature misses Art with a melee attack, Art can immediately make one Color It... Red! attack against that creature.

Description

'Intrinsic in the outward appearance of each animal is a distinct purpose. And we les Fauves are the ones who awaken and express the ferity of those that we call wild beasts among them.'

Lair and Lair Actions

Starts the battle with 3 [Student of Body Art].  Immediately Before Getting Hit by a an attack, if there is an allied Student of the Ring, have the said unit take the attack instead (2 times per turn, excluding Assist Units). Turn End of the turn this unit used "Critique": If an allied Fauvist Student of the Ring was defeated in this Encounter, refill its vacancy with the same Student unit. 

Student of Body Art

Medium Humanoid, Lawful Neutral

Armor Class: 14 Hit Points: 45 Speed: 30 ft.

STR 14 (+2) | DEX 12 (+1) | CON 14 (+2) | INT 10 (+0) | WIS 10 (+0) | CHA 10 (+0)

Traits

  • Meat Shield: If Art is within 15 feet of the Student Ally and is targeted by an attack, the Student Ally can use its reaction to swap places with Art, becoming the target of the attack instead.

Actions

  • Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

TeddyToo

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