Large Fey, Neutral Good
AC 21    Initiative +18 (28)
HP 1263 (101d10 + 707)
Speed
Mod Save
STR 19 +4 +11
DEX 26 +8 +15
CON 24 +7 +7
Mod Save
INT 16 +3 +10
WIS 17 +3 +3
CHA 23 +6 +13
Resistances Fire, Lightning, Poison, Psychic
Senses Passive Perception 23
Languages None
CR 24 (XP 62,000; PB +7)
Traits

Legendary Resistance (5/Day). When the Ascendants fail a saving throw they can choose to succeed instead.

Unstoppable. Larina cannot has her movement speed reduced by any means

Lightning- and Fire-Stance. At the start of each of her turns, Larina changes her stance between Lightning-Stance and Fire-Stance.

Lightning Stance. While in the Lightning-Stance, Larina gains the following benefits:

Flash Step. At the start of her turn, Larina teleports up to 60 ft. The first attack this turn deals an additional 2d8 Lightning damage and 2d8 Force damage.

Call upon the Storm. Larina gains access to Lightning Strike, which she can use as a Bonus Action.

Fire Stance. While in the Fire-Stance, Larina gains the following benefits:

Floating Embers. At the start of her turn, Larina envelops herself in a 15 ft. emanation of cinders until she switches stances again. Each creature entering the area or starting their turn in the area must succeed on a DC 21 Constitution saving throw. Fail: 3d10 Fire damage and all healing is halved until the start of Larinas next turn. Success: Half damage only.

Call upon the Core. Larina gains access to Volcanic Eruption, which she can use as a Bonus Action.

Earthen Pillar Interactions.

Volcanic Eruption: A creature targeted by Volcanic Eruption can destroy a pillar with it by standing within 10 feet of the pillar when Volcanic Eruption resolves.

Lightning Rod: If a creature would take lightning damage while within 10 feet of an Earthen Pillar, the pillar instead takes that damage. The creature takes no lightning damage.

Actions

Multiattack. Larina makes 2 Attacks, she can replace one with her recharge ability.

Arc Swing (Lightning-Stance). Melee Attack Roll: +15, reach 15 ft. Hit: 3d6 + 8 Slashing damage and 3d8 Lightning damage. If the attack hit the lightning leaps to the nearest enemy, if a pillar is closest it targets the pillar. The target takes 2d8 Lightning damage, the lightning then continues to leap, increasing its damage by 1d8 per leap.

Forked Lightning (Lightning-Stance). Ranged Attack Roll: +15, range 90 ft. Hit: 5d8 + 8 Lightning damage. The nearest creature must succeed on a DC 21 Dexterity saving throw, if a pillar is closer it becomes the target. Fail: Take the same damage as the original target.

Arc Swing (Fire-Stance). Melee Attack Roll: +15, reach 15 ft. Hit: 3d6 + 8 Slashing damage and 3d8 Fire damage. The attack explodes in a 20 ft. cone behind the target. Each creature in the cone must succeed a DC 21 Dexterity saving throw. Fail: 6d8 Fire damage. Success: Half damage only.

Geyser (Fire Stance). Each creature within a 10ft. Sphere, of a point of Larinas choosing within 90 ft., must succeed a DC 21 Strength saving throw. Fail: 2d10 Bludgeoning damage and 3d8 Fire damage, additionally the creature is knocked prone. Success: Half damage only.

Explosive Entrance (Recharge 5-6). Larina leaps to a point she can see within 120 ft. After landing she creates a 20 ft. emanation explosion. Each creature within the emanation needs to succeed on a DC 21 Constitution saving throw. Fail: 6d6 Bludgeoning Damage and 4d10 Fire damage. Success: Half damage only. The explosion leaves a crater behind, that is then considered difficult terrain. Each creature not caught in the explosion or failed its saving throw against the explosion, is then targeted by a lightning jolt. Each creature targeted must succeed a DC 21 Dexterity saving throw. Fail: 5d12 Lightning damage and movement speed is reduced by 10 ft. until the end of their next turn. Success: Half damage only.

 

Bonus Actions

Lightning Strike. Larina chooses a point she can see within 90 ft. Each creature within a 20ft. Sphere originating from the point must succeed on a DC 21 Strength saving throw. Fail: 6d8 Lightning damage and the creature is restrained until the end of their next turn. Success: Half damage only.

Volcanic Eruption. Larina chooses a creature she can see within 90 ft. At the start of Larinas next turn the ground erupts. The creature and every other creature within 15 ft. must succeed on a DC 21 Dexterity saving throw. Fail: 2d10 Bludgeoning damage and 2d8 Fire damage, additionally the creature is knocked prone. Success: Half damage only. Earthen Pillars are automatically destroyed when caught in the eruption. From the eruptions origin a flame patch extends. Starting as a 10 ft. radius, increasing by 10ft. every round with a maximum of 30 ft. The flame patch is treated as difficult terrain and deals 5d6 Fire damage to each creature entering the area for the first time in a turn or starting its turn in the area. Additionally entering the flame patch clears all stack of Creeping Cold.

Reactions

Reactive Strike. When Larina is hit by a melee attack, she can make one attack against the attacking creature, according to her stance.

Legendary Actions

Legendary Action Uses: 4. Immediately after another creature’s turn, the Ascendants can expend a use to take one of the following actions. The Ascendants regains all expended uses at the start of each of Tarions turns.

Strike. One of the Ascendants makes one attack according to their current stance.

Cold Lightning (2 Actions). Cerion freezes one pillar. Larina targets a creature with a Tempest Strike. The creature must succeed on a DC 21 Dexterity saving throw. Fail: 6d6 Lightning damage and unable to take reactions until the end of their next turn. Success: Half damage only. If the creature was within 30 ft. of the frozen pillar, the lightning forks to all creatures within 30ft. of the pillar, forcing the same saving throw. The ice is then removed. If the lightning did not fork, the pillar gains 30 temporary Hit Points.

Shattering Winter (2 Actions). Cerion applies 1 stack of Creeping Cold onto a creature. Tarion then shatters all Creeping Cold stacks of a creature. Each creature within 15 ft. of the targeted creature must succeed a DC 21 Dexterity saving throw, the affected creature does the saving throw with disadvantage. Fail: 1d10 Piercing damage and 2d8 Cold damage for each stack of Creeping Cold shattered. Success: Half damage only.

Volcanic Pillar (2 Actions). Tarion summons one Earthen Pillar. Larina enhances it with fiery heat. This pillar is volcanic. An area 15 ft. around this pillar is treated as Difficult Terrain and in addition to its normal pulse damage, it deals 1d8 fire damage, scaling the same way as a normal Earthen Pillar.

Prison [once] (3 Actions). Tarion connects all active pillars through walls. Cerion freezes the walls. Larina electrifies them. Each wall between a pillar has the same statistics as an Earthen Pillar, but with 30 temporary Hit Points on top. A creature getting within 5 ft. of the wall must succeed on a DC 21 Constitution saving throw. Fail: 2d8 Cold damage and 2d8 Lightning damage, additionally the creature's movement speed is reduced by half until the end of their next turn. Success: Half damage only. A creature can only be affected by this once per round, when ending its turn within 10 ft. of the wall or entering the area.

nocturnal_tsundere

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