Harvest. Essence fuels the necromancer's spells and other powers. Essence is collected when the necromancer uses the Harvest ability. To Harvest, a necromancer uses their action to target a willing creature within 30 feet. Your necromancer level determines the damage of your Harvest as shown (2d6). The necromancer may use a bonus action if they target themselves. You can always choose to harvest less essence, rolling a decreased number of dice, or dealing only 1 damage if your Harvest damage is only 1d6. Necromancers lose unspent essence if they take a short or long rest or become unconscious.
Spellcasting. Andromeda is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She has the following necromancer spells prepared:
Cantrips (at will): chill touch, dancing lights, grave repercussion
1st level (5 slots): false life, inflict wounds, bane, armor of agathys, [Tooltip Not Found]
2nd level (3 slots): darkness, invisibility, blur
3rd level (2 slots): haste, vampiric touch
Shade. You attract the attention of a Shade that shares your alignment and goals. The Shade has 40 hp, but can also be used during short rests to heal the shade and its possessed body. The Shade adds the necromancer's proficiency bonus to both its hit point maximum roll and any dice spent during a short rest. The proficency bonus is added to bonus to its AC, damage rolls, and Possession checks, as well as any saving throws or skills it is proficient in. Your Shade may cast cantrips its corpse knows and gains the proficiencies of any equipment a body it possesses carries while it possesses that body. In addition, the Shade learns of its possessed body's personality, languages, and memories and gains proficiency in Deception. Language proficiency only lasts as long as the Shade possesses the body.
Reaving Harvest. You learn how to pull Essence from someone by force. As an action. you may now Harvest from unwilling creatures, though doing so from people who thought you were their ally will probably have repercussions. To use Reaving Harvest. make a ranged spell attack against your target. On a hit, you deal damage as detailed under the Harvest column in the Necromancer table. You may use Reaving Harvest a number of times equal to your Wisdom modifier. On a miss, there is no effecl to your target, but a use of Reaving Harvest is still expended. All uses of Reaving Harvest return to you after a long rest.
Soul Patch. You may use Essence to heal damage dealt to you and your Shade (or its possessed body) if they are within 30 feet of you. As a bonus action you may spend a number of Essence points equal to your necromancer level plus your proficiency bonus to heal an equal amount of damage. You may split the amount healed between you and your Shade in any amount. You may use this effect a number of times equal to your Wisdom modifier. All uses of Soul Patch return after you take a long rest.
Reaper's Edge. When you make a weapon attack, you may use yout Wisdom modifier as your attack and damage stat instead of Strength or Dexterity. Once per turn, when you hit with a weapon attack and your target is suffering from a negative condition effect, you may deal additional damage to your target equal to your Harvest damage, gaining an equal amount of Essence. The range of Harvest and Reaving Harvest also increases to 150 feet.
War Caster. You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Legendary Resistance (3/Day). If Andromeda fails a saving throw, she can choose to succeed instead.
Multiattack. Andromeda makes two melee attacks.
Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 10 (1d10 + 4) slashing damage.
Andromeda 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. Spent legendary actions are regained at the start of each turn.
Attack. Andromeda makes one attack with her Schyte or the Reaving Harvest ability.
Cantrip. Andromeda casts a cantrip.
Secret Knowledge (Costs 2 Actions). Andromeda can mantein Concentration on two different spells.
Bonestorm (Costs 3 Actions). Andromeda summons a cloud of jagged bones and teeth from the corpse all around her, making them swirl like a deathly storm of death and decay. Every creature, included herself, in a 30 foot radius must make a Dexterity Saving Throw with a DC of 14. If they fails they will take 3d10 points of necrotic damage, half if they succeed.
Description
Andromeda was a student of the dark arts for a very long time. She perfected her craft under the patronage of her former master Rufus Crumley, that she murdered as soon as she had the chance. Now she waits into the ruins of Moil, the city that waits, to complete her ritual and ascend to a darker path.
Lair and Lair Actions
The central plaza of the city has become the stage where Andromeda has set her throne of bones and ashes. Servants arise from their slumber to aid their new master in every task she asks to perform. Her power is granted by the giant heart that is locked within the apparatus she built herself, which she is trying to reanimate and absorb in order to ascend to another level. The plaza is in the middle of the streets, where ruins and dust lie, and not a single noise can be heard within the city.
Lair Action
On initiative count 10 (losing initiative ties), the Moilian Heart takes a lair action to cause one of the following effects. The Heart has an AC of 18, resistant to bludgeoning and slashing damage, but vulnerable to piercing damage, with a pool of 200 hp. If the heart absorbs that amounts of points before it gets destroyed, it will come back to life. It absorbs points every time a living creature takes damages in a 60 foot radius, centered on it.
- A dark necrotic aura seeps through the Heart in a 30 foot radius, affecting every living creature in it. Targets must roll a Constitution Saving Throw with a DC of 13. If they fails they will suffer 1d10 points of necrotic damage, half if they succeed.
- Some of the magical and necromantic powers will rapture from the heart nad start to reanimate the bones of the dead within the city. A 1d10 skeletons will rise and act right after.
- As a reaction, the heart can manipulate part of his magical strenght in response to an attack. After the heart takes damage from a melee attack or a projectile, it can use the momentum of the blow to swing back to its assailant, using the same modifier of the creature for the attack roll, and adding +5 to the damage roll for the brute force behind the attack.
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