SS | Deep Samysya's Nightmares

Echo Globals

 

Undead, Echo (Voiceless) (If targeted by a spell that eradicates possession, the echoes are instantly destroyed upon failing save.)

- Immune to Fear, Charm, Aids (Physical)

- Resists Necrotic, Vulnerable to Radiant

 

 

ALTER SS PARTY

 

Tiraelina Alter

8 (-1), dex 20 (+5), con 16 (+3), int 12 (+1), wis 14 (+2), cha 20 (+5)

Saves - CON +7, CHA +9

Resist aids + Lightning

 

Spells - Misty Step

Reaction - Shield, Spell AOO

 

Voiceless Touch - Attacks inflict Necrotic Vulnerability for 1 minute.

 

Attacks -

Shadow Spear - 10ft linetrace (hits both tiles), +9 to hit, 4d6+5 Necrotic damage, x2

Twin Shadow Bolt - +9 to hit to two individual targets, 120ft range, 4d10 Necrotic damage.

 

Spells -

Shadow Volley - 5x +9 to hit, 2d6 per, necrotic, 120ft range

 

 

Mordok Alter

16 str (+3), 14 dex (+2), 18 con (+4), 16 int (+3), 20 wis (+5), 20 cha (+5)

Saves - WIS +9, CHA +9

resist physical

 

Attacks -

Death Conk - +9 to hit, 4d8 Necrotic damage.

Guiding Haunt - +9 to hit, 5d6 Necrotic damage, Advantage to next attacker.

 

Abilities -

Haunting Spriits - 30ft radius Death Aura, DC 16 WIS save for half movement and 3d8 Necrotic damage when entering. Concentration

Death Ward - Prevent unit from being destroyed when reduced to 0 hp. Buff.

Dispel Magic - +9 modifier. Destroy level 3 or below effect.

Silence - Concentration. 20ft Silence field.

 

 

Azasz Alter

14 str (+2), 18 dex (+4), 16 con (+3), 14 int (+2), 20 wis (+5), 18 cha (+4)

Saves - INT +6, WIS +9, CHA +8

 

Voiceless Curse B - Attacks produce DC 16 CON save vs Poisoned for 1 minute.

 

Bardic Dice - 1d8

Attacks -

 

Pistol - +8 to hit, 1d6+4, 30/90ft

Sword - +6 to hit, 1d8+2, 10ft reach

 

Spells -

Telekenesis - Concentration. Range - 60ft

You can try to move a Huge or smaller creature. Make an ability check with your Spellcasting Ability (+8) contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is Restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

 

Disarm

 

If the object is worn or carried by a creature, you must make an ability check with your Spellcasting Ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

 

Death Shatter - Con save vs DC 16. 4d8 Necrotic damage. Disadvantage for Life-Attuned/Fey.

Dimension Door - Teleport 500ft with adjacent ally.

Dissonant Whispers - DC 16 WIS save (Half). On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. Auto succeed on Deaf (e.g. Silence).

 

 

Iosefka Alter

6 str (-2), 20 dex (+5), 14 con (+2), 10 int, 18 wis (+4), 16 cha (+3)

Saves - DEX +9, WIS +8

 

Multiattack Defense - +4 ac vs multiattack

Fire Resistance

Voiceless Curse C - Attacks set unit on Fire. 1d8 Fire damage at end of turn until put out.

Sharpshooter - -5 to attack, +4d6 Fire damage

Attacks -

Flamethrower - DEX save vs 16 , 7d6 Fire damage, linetrace 40ft

Incendiary Shotgun - x2 +9 to hit in 10ft radius up to 60ft away, 4d6 Fire damage.

 

 

 

PHASE 3 (Nightfallen Goddesses)

 

 

Deep Nightmare Amastreya Alter

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

Saves - STR +10, WIS +8

Magic Refraction Shield 2/2 (-5 damage from magic until end of next turn, +3 AC)

30ft movement, misty step

Resist Low Function Spell Saves

 

Diametric Mirror - 90ft linetrace DC 16 DEX save vs 5d6 Slashing damage and Bleed by 2d8 at the end of following turns until healed. DC 14 Medicine check as an Action or Healing item. Stacks.

Storm Channel - Attack with storm clouds. 90ft range from each cloud. Up to 6x attack. +9 to hit, 7d6 Lightning damage, DC 15 INT save vs Synapse Static until end of next turn.

 

Abilities -

 

Dance of Madness - Hostile creatures in 120ft make DC 18 CHA save vs Blind, Deafen, and 1d8 for 1 minute. They may re-attempt the saves at the end of their following turns. Creatures whom fail the save by 8 or more are Paralyzed in a dance. Once they succeed, they are immune to this effect for 24 hours.

Diametric Dream - Units under influence of Dance of Madness make DC 18 CON save vs 5d6 Bleed at the end of following turns and 1 stack of Fatigue each failure (lasts 1 hour). DC 16 Medicine check as an action or healing required to defeat. Stacks.

 

 

Nightfallen Isabelle Alter

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

Saves - DEX +11, CON +9

40ft movement, ignores difficult terrain

resist immobilization

Nightfallen Cosmic Momentum - Upon critical strike, attack all adjacent units in 15ft with +8 to hit 5d6 Necrotic phantom ranged attacks that cannot critically strike.

 

Attacks -

Twin Lance - 10ft reach, +8 to hit, 2d10+2d6 Piercing damage, 3x attack, 17-20 crit threat

> DC 17 DEX save vs Knock to Prone

> DC 17 STR save vs Disarm 1 weapon

> DC 17 STR save vs knock 30ft in any direction besides behind

> DC 17 INT save vs Silence until end of turn

> DC 17 DEX save vs swap position

Great Chain Kama - 30ft reach, +12 to hit, 4d12+4 High Function Slashing damage, 1x attack, cannot critically strike - instead, critical strikes heal the attacker and inflict DC 18 vs Stun until end of next turn.

 

Abilities -

Shape of the Moon - Bonus - DC 16 WIS save vs Fear for enemy units in 30ft. Immune once the save is made. For each unit whom is Feared, Isabelle gains +1 AC.

Forge of the River King - Channel over the course of 1 round. Concentration save 2d20dh1+9. Upon next round, grant Haste, Bless (1d6), Truesight 120ft, Low & High Function Resistance and Mirror Image to self and heal 2d20 at the start of following turns for 1 minute.

 

 

ALBION PARTY

 

Nightmare Erekath

14 str (+2), 18 dex (+4), 12 con (+1), 12 int (+1), 18 wis (+4), 10 cha (0)

Saves - str (+6), dex (+8)

40ft movement, ignores difficult terrain, wall/water running

Evasion - Half dex save damage.

Fire Resist

Heal - 1/1 - Action - Heal for 36.

Bonus - Dodge - 1 ki

Reaction - Deflect Missile - 1d10+16 vs missile damage, redirect missile 20/60 (1d8+1d4+4)

 

10/10 ki

 

Attacks -

Big Fist Talents - 1d8+1d4+4 x2, +8 to hit

> Bonus - 1x extra attack

> Bonus- 1 ki for extras -

> 2x extra attack

> DEX DC 16 Save for Knock to Prone

> STR DC 16 for 15ft push

> Open Hand - Disable reactions until end of next turn.

> CON DC 16 vs Stun until beginning of caster's next turn

> Shadow Rapture - 2 ki - DC 16 CON save vs 3d6 Necrotic life steal.

Rifle - 1d8+1d4+4, +8 to hit, x2

 

 

Nightmare Stasi

STR 20 (+5), dex 12 (+1), CON 15 (+2), INT 12 (+1), WIS 12 (+1), CHA 16 (+3)

Saves - WIS +11, CHA +10, STR +8, DEX +4, CON +5, INT +4

 

Spawns with her shield out. 18+2 = 20 AC.

SHIELD MASTER

-If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. (prone or away)
-lf you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
-lf you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of lhe effect.

 

Lay On Grimdark Hands - Pool 60/60 - Undead-only version. Action.

 

Relentless Avenger - When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

 

Great Weapon Fighting - Reroll 1 and 2's on two-handed weapons.

 

Spell DC 15

Slots -

1 - 4/4  (Shield of Faith, Compelled Duel, Cure Wounds)

2 - 3/3  (Branding Smite, Lesser Restoration)

3 - 1/1  (Haste)

 

Aura - +3 to saves for allies.

 

Attacks -

Ansent Silver Fjord - x2 +9 to hit, 2d6+1d4+1d8+5 (One-Handed), 3d6+1d4+1d8+5 (Two-Handed) 3d6ro<2+5

> Smite - Uses spell slot. 2d8 base damage +1d8 per slot after 1 (3d8/4d8)

Crossbow - +5 to hit, 1d10+5. 150/200

 

 

Abilities -

 

CHANNEL DIVINITY

-Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your ChanneI Divinlty. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.
-Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

 

 

Nightmare Takaera

20 str (+5), 12 dex (+1), 18 con (+4), 14 int (+2), 10 wis (0), 14 cha (+2)

Saves - STR +9, CON +9

GWF - Reroll 1 or 2 on weapon damage.

Second Wind - Bonus heal 1d10+12.

Indominatable 1/1

Action Surge

 

Sentinel

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

 

Attacks -

Greataxe (scythe mod) - 10ft reach, +9 to hit, 1d12+1d4+5, x3, 18-20 crit threat 1d12ro<2+1d4+6

> Bonus attack on crit or reducing enemy to 0

> Power Attack

 

Nightmare Djura

18 str (+4), 20 dex (+5), 13 con (+1), 11 int, 16 wis (+3), 10 cha (0)

Saves - STR +8, DEX +9, WIS +7

30ft+10ft on first turn, free movement, advantage vs Plant saves

+8 initiative

Perception +11

Survival +11

Stealth +9

Acrobatics +9

Athletics +8

 

Dread Ambusher

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
 

You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness

 

Cunning Action - Bonus Hide, Disengage, Dash

Help - 30ft if line of sight or can hear. Bonus action.

Sharpshooter - Ignore particle cover, power attack, full range

 

Spell DC 15

Slots -

1 - 4/4

2 - 3/3

3 - 2/2

 

Attacks -

Sneak Damage - 2d6

 

Greataxe - 1d12+1d4+5 Slashing +9 to hit

Longbow - 1d8+5 Piercing +11 to hit

Longrifle - 2d6+4 Piercing +11 to hit

Greatbow - 2d12+5 +11 to hit 5/5 arrows

 

Abilities -

Zephyr Strike (slot 1) - BONUS - Concentration (1 minute) - Until the spell ends, your movement doesn't provoke opportunity attacks. Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

 

Rope Trick (slot 2) - You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

 

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

 

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

 

Anything inside the extradimensional space drops out when the spell ends.

 

Spike Growth (slot 2) - Concentration - The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

 

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

 

Wind Wall (slot 3) - Concentration - A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

 

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

 

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

 

Summon Raptors (slot 3) - Summon 8 raptors. Concentration.

 

Nightmare Minami

9 str (-1), 12 dex (+1), 16 con (+3), 11 int (0), wis 12 (+1), cha 20 (+5)

Saves - CON +7, CHA +9

Resist aids

FAVORED BY THE GODS - 1/1 - 2d4 to any saving throw or attack roll

Sorcery Points - 9/9 - Twin spell, Quickened spell

 

Attacks -

Pact Weapon - Weapon of choice (Staff - 1d8, Nodachi 2d6+1, Katana 1d8+1) +6, +1d6 with Hex, +10 with Hexblade Curse, +1d6+10 with both, +1d6 extra with Absorb Elements.

Eldritch Blast - 3x Phantom Bolts, +9 to hit, 3d20k1+9 (With Advantage, Elven Accuracy), 1d10+5, 1d10+1d6+5 with Hex, 1d10+9 with Hexblade Curse, 1d10+1d6+9 with everything

 

Spells -

Fireball - 2/2 DC 17 DEX save (half) vs 8d6, 20ft radius

Dimension Door - 2/2 500ft teleport with adjacent ally

Greater Invisibility - 1/1 - can attack while invisible, concentration

Death Ward - 1/1

Hold Person - DC 17

Misty Step 1/1

Haste - 1/1

Shield - 1/1

Mass Healing Word (Bonus) - - 3/3 1d4+9

Mass Cure Wounds - 2/2 3d8+9