SS | Nightfallen Amastreya

22 str (+6), 18 dex (+4), 18 con (+4), 24 int (+7), 20 wis (+5), 24 cha (+7)

60ft walk, 90ft jump (one direction only).

Saves - STR +6, Dex +4, CON +4, INT +10, WIS +5, CHA +11


Legendary Actions - 4/round - Base attack, move 30ft.


Traits -

Immune - Charm, Sleep, Ice, Silver, Fear

Resist - Necrotic, Radiant, Moonsilver


Faceted Insight - Advantage on Perception and Arcana checks.


Subspace Mastery - Amastreya has Truesight in 120ft of Subspace, and can freely step between Subspace and Realspace in unwarded terrain.


Mirror Mirage - While a mirror is active and is between an opponent and Amastreya, Amastreya has perpetual Mirror Image, and cancels attacks from that opponent with a d20 roll of 11 or higher. For every additional Mirror between her and an opponent, the cancelling effect loses 2 DC to a maximum of 5.

1 - 11

2 - 9

3 - 7

4 - 5


Attacks -

Multiattack - Two attacks of any type are made, two Abilities + Mirror Summon, or one Cosmic Action. Mirrors act on Lair initiative.

 

Bite - +10 melee attack. 8d6+6 Piercing damage. Unit makes grapple contest vs +10 for Restrain. While Restrained, a medium unit can be moved freely by Amastreya.

> If Amastreya uses Pounce (Distance 60 to 90 feet), Bite deals 12d6+6 damage and there is no Grapple contest, but it knocks the unit prone.


Hour of Dusk - 2 units within 30ft make a DC 18 CON save (Half) for 2d12+7 Necrotic damage. If the enemy fails by 5 or more, this attack is a Critical Hit. If this attack is made and the unit is between Amastreya and a Mirror, the save is made with Disadvantage.


Transient Spark - Amastreya projects two sparks of brilliant teal to two individual units (or one, if only one unit exists). +11 to hit, 300ft range, dealing 6d10+7 damage. This spark, if directed to a mirror, can be freely redirected to a target 30ft from the mirror (or to another mirror). When a spark hits a mirror, it splits into 2 attacks, each dealing 4d10+7 damage and performing individual attack rolls. The sparks can split once more, dealing 2d10+7 damage, for a total of 4 attacks. The sparks cannot be redirected to a mirror that is behind an enemy unit or an obstacle.

 

Each mirror that is active can also fire a spark on Lair Initiative.

 

Fractum Mirage - Uses subspace rifts to conduct two separate physical attacks on units in a 5ft line within 120ft. DC 17 DEX save (half) vs 3d10 Slashing damage and 2d8 Bleeding effect. Bleed damage occurs at the end of unit's following turns and requires a DC 10 Medicine check or a healing spell to recover. This attack can reflect off of mirrors, but cannot intersect. Every use of this attack increases its base damage by 1d10. Bleed damage stacks.

Fractum Mirage can only be used once a round.


Abilities -


Mirror Summon - Bonus Action available if Amastreya uses Abilities - Summons mirror objects. A mirror can be summoned within 300ft of Amastreya, and all existing mirrors can be moved up to 20ft from their current location on lair initiative.

 

Any unit that starts their turn within 30ft of a Mirror and can See it must make a DC 17 WIS save or take 6d6 Psychic Damage and become Blinded until the end of their turn.


Sanshiki - Amastreya attempts to steal buffs or magical effects from any units within 50ft of a Mirror. The casting units of those effects make a CHA contest vs +8. Only one effect per unit can be stolen. She becomes the Caster for that effect upon theft.

 

Lunar Flare - Recharge 1 rounds - 60ft Fireball. 200ft range. Units make DC 18 DEX save vs 7d6 Radiant damage and Vulnerability to Radiant damage for 1 minute. Does not travel past barriers.


Cosmic Actions -

 

Diaphragm of Fractured Stars - Sends subspace tears between mirrors. Destroys mirrors. DC 18 DEX save (half) vs 10d6 High Function Force damage for units caught between mirrors.

Diapgragm of Nightmares - Sends communal attack through mirrors. DC 18 WIS save for units between mirrors for Paralysis. Units can re-attempt the saves at the end of their following turns or the mirrors can be destroyed to cancel the effect.

 

Lair Actions -

 

Starstorm - At the start of each Lair Initiative, Starstorm x4 spawns in the lower reaches of Osaka and encroaches on Amastreya. Units whom start or end their turns or pass through in the storm make DC 18 DEX saves versus 8d6 Radiant damage.