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Old School- Blasphemy spell
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<blockquote data-quote="Balfore" data-source="post: 7317379" data-attributes="member: 6855489"><p>Here are some Lair Actions I came up with... thoughts?</p><p></p><p>Lair Actions</p><p> Necrotic Burst. The Master releases a spherical burst of necrotic energy that travels 120 ft away from centered on himself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 18 Constitution saving throw. All undead that this action hits, heal 35 (10d6).</p><p></p><p> Insect Plague. This is not a spell. A portion of his Insect Aura ushers forth from around him and moves to a point he can see. A 20 foot radius plague of insects swarm that area and deals 48 (8d10) piercing damage. DC 21 DEX for half damage.</p><p> </p><p> Deaths Servant. A wave of necrotic energy at a creature he can see, DC 20 CON saving throw or take 25 necrotic damage. If this reduces a living creature to 0 HP, they die. Creature will rise in 1d3 rounds as a Lich (if caster) or Death Knight (if melee).</p><p></p><p> Soul Tether. Spirits from the underworld move throughout the lair. </p><p>All enemies within the Lair must make a DC 20 WIS saving throw. On a failed save, a thread of the creature’s soul is tethered to The Master. Whenever The Master takes damage from any source, the tethered the damage is divided equally between all souls tethered to The Master. The damage dealt to these souls is considered force damage.</p><p>If a creature succeeds on this saving throw, it is immune to this effect for 24 hours.</p></blockquote><p></p>
[QUOTE="Balfore, post: 7317379, member: 6855489"] Here are some Lair Actions I came up with... thoughts? Lair Actions Necrotic Burst. The Master releases a spherical burst of necrotic energy that travels 120 ft away from centered on himself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 18 Constitution saving throw. All undead that this action hits, heal 35 (10d6). Insect Plague. This is not a spell. A portion of his Insect Aura ushers forth from around him and moves to a point he can see. A 20 foot radius plague of insects swarm that area and deals 48 (8d10) piercing damage. DC 21 DEX for half damage. Deaths Servant. A wave of necrotic energy at a creature he can see, DC 20 CON saving throw or take 25 necrotic damage. If this reduces a living creature to 0 HP, they die. Creature will rise in 1d3 rounds as a Lich (if caster) or Death Knight (if melee). Soul Tether. Spirits from the underworld move throughout the lair. All enemies within the Lair must make a DC 20 WIS saving throw. On a failed save, a thread of the creature’s soul is tethered to The Master. Whenever The Master takes damage from any source, the tethered the damage is divided equally between all souls tethered to The Master. The damage dealt to these souls is considered force damage. If a creature succeeds on this saving throw, it is immune to this effect for 24 hours. [/QUOTE]
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