Dragonlance: Takhisis by Hedgefog
Takhisis, the Temptress (WIP) | Challenge 15 |
Medium humanoid (avatar), chaotic evil | 26,00 Elite XP |
Armor Class 18 (Natural Armor)
Hit Points 300 ((20d8 + 60)x2; bloodied 150)
Speed 30 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 15 (+2) | 16 (+3) | 22 (+6) | 20 (+5) | 24 (+7) |
Saving Throws Dex+7, Int +11, Wis +10, Cha +12
Skills Arcana +11, Deception +12, Insight +10, Perception +10, Persuasion +12
Damage Resistances acid, cold, lightning, poison; damage from nonmagical weapon attacks
Damage Immunities fire
Condition Immunities charmed, poisoned
Senses truesight 120 ft., Passive Perception 20
Languages All, Telepathy 120 ft.
Proficiency Bonus +5;
Maneuver DC 15
Combat Caster. The temptress has advantage on saving throws to maintain concentration on a spell when she takes damage. In addition, she can use her reaction when a creature provokes and opportunity attack to cast a spell at the creature. The spell must have a casting time of 1 action and target only the triggering creature.
Divine Nature. The temptress can’t be changed into another form against her will, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. Additionally, the temptress doesn’t require air, food, drink, or sleep.
Elite Recovery. At the end of each of its turns while bloodied, the temptress ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while
unconscious or
incapacitated .
Foresight. When the
foresight spell is active, the temptress can’t be
surprised and has
advantage on ability checks,
attack rolls , and
saving throws . In addition, other creatures have
disadvantage on attack rolls against the temptress.
Innate Spellcasting. The temptress’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The temptress can innately cast the following spells, requiring no material components:
At will.
alter self, counterspell, darkness, Detect Magic, dispel magic, fireball, magic missile, shield, suggestion
3/rest each.
banishment, dominate person, geas, greater invisibility, hold monster
1/rest each.
dominate monster, foresight,
imprisonment,
mass suggestion, wish
Magic Resistance. The temptress has advantage on saving throws against spells and other magical effects.
Queen of Darkness (Elite Trait, recharges after a Short or Long Rest). When the temptress is first
bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and she uses here teleport action.
Temptress. Creatures have disadvantage on saving throws against the temptress's spells and effects that inflict the charmed condition. Creatures with immunity must also make a saving throw against such effects; however, they do so normally.
ACTIONS
Multiattack. The temptress can make two
slam attacks or cast two spells. She can replace one attack with a
draining kiss.
Slam. Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 7 (2d6) force damage. If the target is Medium or smaller it must make a DC 15 Strength or Dexterity saving throw or be grappled.
Charm. The temptress targets one humanoid on the same plane of existence within 60 feet, forcing it to make a DC 20 Wisdom
saving throw . On a failure, the target is magically
charmed for 1 day. The temptress can have up to five targets charmed at a time. The charmed creature obeys the temptress’s commands. The creature repeats the saving throw whenever it takes damage or if it receives a suicidal command. If a creature’s saving throw is successful or the effect ends for it, it is immune to the temptress’s Charm for 24 hours.
Draining Kiss. The temptress kisses a willing, charmed, or grappled creature. The target makes a DC 20 Constitution
saving throw , taking 35 (6d10) necrotic damage on a failed save or half damage on a success. The target’s hit point maximum is reduced by the same amount until it finishes a long rest, and the temptress regains hit points equal to the same amount. If the target is charmed by the temptress, the charm ends.
Magic Missile (1st-Level; V, S). A trio of glowing darts of magical force unerringly and simultaneously strike up to three targets within 120 feet of the temptress, each dealing 10 (1d4+8) force damage.
Fireball (3rd-Level; V, S). Fire streaks from the temptress to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC 18 Dexterity
saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.
Hold Monster (5th-Level; V, S, Concentration). A creature within 60 feet that the temptress can see makes a DC 20 Wisdom
saving throw . On a failure, it is
paralyzed for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on a success.
BONUS ACTIONS
Teleport. The temptress magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
REACTIONS
The temptress can take two reaction per round, but only one per turn.
Counterspell (3rd-Level; S). When a creature the temptress can see within 60 feet casts a spell, she attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, the temptress makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails.
Living Shield. When a creature the temptress can see would hit it with an attack, the temptress can command a creature
charmed by it within 5 feet. The charmed creature uses its reaction, if available, to swap places with the temptress The attack hits the charmed creature instead of the temptress.
Shield (1st-Level; V, S). When the temptress would be
hit by an attack or targeted by
magic missile, she gains a +5 bonus to AC (including against the triggering attack) and immunity to magic missile. These benefits last until the start of their next turn.