Copy of - Copy of - Lady Fiona Wachter

by Nightbeat

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Lady Fiona Cult Leader

Medium Humanoid, neutral evil


  • Armor Class 9
  • Hit Points 88 (16d8 + 16)
  • Speed 30 ft

STR DEX CON INT WIS CHA
9 (-1) 9 (-1) 13 (+1) 16 (+3) 14 (+2) 17 (+3)

  • Saving Throws Int +6, Wis +5, Cha +6

  • Skills Arcana +6, Deception +9, Insight +8, Persuasion +9

  • Condition Immunities charmed, unconscious

  • Senses passive Perception 12

  • Languages Aquan, Common, Deep Speech

  • Challenge 6 (2,300 XP)

  • Proficiency Bonus +3


Villainous Resistance (1/Day). If Fiona fails a saving throw, she can choose to succeed instead but can't take a villain action at the end of that turn." (Describe how she shakes off the spell effect)

Actions

Multiattack. Fiona uses her command tentacle four times

Command Tentacle. with the rod in hand Fiona commands one tentacle of the deep under her control to move and attack.

Bonus Actions

Summon Tentacle. Fiona points her rod and speaks a single word: Fiona summons 2 tentacle of the deep under her control in an unoccupied space within 30 feet. If more than 6 tentacles of the deep exist simultaneously, the tentacle of the deep with the fewest remaining hit points dies.

Reactions

When a hostile creature Fiona can see enters the reach of a tentacle of the deep, she can command that tentacle to make one attack against that creature.

Villain Actions (4-6 cultist in area)

Round 1. What are you waiting for!!?: Each cultist can either immediately move up to their speed or make one attack.

Round 2. You shall be the first to be sacrificed: Fiona chooses one hostile creature she can see. Each cultist can move up to their speed towards the target. This movement does not provoke opportunity attacks

Round 3. Kill them you fools!!: Each cultist immediately makes two attacks. If more than half the cultists remain, they each immediately make one attack instead

Lair Actions

When fighting inside Fiona's lair, Fiona can invoke the ambient magic to take a lair action. On initiative count 20, Lady Fiona brings forth the Tentacles of the Deep :

  Up to 4 tentacles of the deep appear in unoccupied spaces within the lair under Fiona's control. In combat, a tentacle of the deep shares Fiona's initiative count and takes its turn immediately after hers. If more than 6 tentacles of the deep exist simultaneously, the tentacle of the deep with the fewest remaining hit points dies.

 Fiona cannot take lair actions and any tentacles created by her lair actions disappear if the ritual site is disrupted,( have a description of an orb, magic circle or some artifact like a tablet on a pedestal.)


Equipment

The Cold Darkness. Fiona posses a rod made of black onyx toped with a blue opulence pearl that emanates greenish glow.

  With the rod Fiona can direct the tentacles of the deep to move and attack. The rod protects Fiona giving her resistance to all damage until the rod breaks which is reflected in damage visible to the pearl on top of the rod. When Fiona drops to below half of her maximum hit points an alien voice booms from every directions in Deep Speech:

"You thought you could use me for your own gains, Fiona? Without consequences? I think not., from the shatter pearl A hostile star spawn appears in the closest unoccupied space to Fiona and joins the fight.


Tentacle of the Deep

Large, Aberration , evil


  • Armor Class 13-14
  • Hit Points 18 (4d8)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 10 (+0)

  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, petrified, prone, restrained, stunned, unconscious
  • Damage Immunities psychic
  • Senses tremorsense 30 ft., passive Perception 12
  • Languages Deep Speech, understands the languages you speak
  • Challenge 2 (450 XP)
  • Proficiency Bonus equals summoners bonus

Death burst On death the tentacles turns to black oily liquid ooze in a 5 ft radius that causes the area to become difficult terrain


Actions

Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 4 (1d8 + 4) cold damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the Tentacle of the Deep can't constrict another target. At the start of the target's turn they take 4 (1d8) cold damage

 

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