Magic Resistance. The Virtue has advantage on saving throws against spells and other magical effects.
Chaste Aura. When a creature starts its turn within 10 ft. of The Virtue, they must make a Charisma Saving Throw (DC 16). On a failure the creatures movement is halved until the end of their turn, and they can only make one action or one bonus action this turn, not both. This ability cannot differentiate between friend or foe.
Multiattack. The Virtue makes a number of attacks equal to half of the total living virtues (rounded up, max of four, min of one), using Repressed Strangle.
Repressed Strangle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage. When a creature takes damage from this attack they are grappled by The Virtue (escape DC 13). The Virtue can only grapple 2 creatures at a time.
Spinning Scissors. The Virtue spins furiously, slashing with its scissors. All creatures within 10 ft. of The Virtue must make a DC 17 Dexterity Saving Throw or take 14 (4d6) slashing damage, or take half as much damage on a success.
Description
The Seven Virtues are demons conceptualized by the rejection of proposed mortal virtues. However due to their evil nature they take on perverse, twisted existences that spit in the face of the principles many aspire to achieve.
They are a symbiotic entity that grows stronger the more of them are in proximity to each other. Due to this none of the Seven Virtues can be killed for very long so long as at least one of them remains alive. When one of the Seven Virtues dies they reform in 1d6 weeks on the same plane of existence as another one of the Virtues. The Virtues can only be slain permanently if all 7 are slain before they can respawn.
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