SS | Annah, The Horseman of War

"Ideology. Above concept there is ideology. A concept is an idea held by an individual, at best. Ideology is worshipped amongst many. There, at the heart of ideology, is conflict. War is the mightiest of all ideologies. It is the single greatest religion of all races, all creeds, all life, transcending the boundaries of language and perception. And she -- the Goddess -- gave such a gentle face to it. I ask many things since then. Why she gave such a monstrosity life. Why a woman's figure. Why a beast's skin. It is her way of sending a message to the kingdoms. War is her instrument of our destruction, but we are the ones whom forged it. Aye. War is truly a miserable thing, but it's honest, too. I suppose there's some beauty in the irony of it all."

 

Annah has many forms. Here, she'll be split up into those forms, and then her Prime Form, Siamat-Myaa - the Horseman of War - will be listed at the bottom. Between all of her forms, Core Abilities can be accessed.

 

Core Abilities -

 

Horseman of War - Annah is the ideology of War, given life by the River of Stars. As a Grand River Demon, she gains the following benefits.

 

Aspect of War - Annah may not need assume her true form unless she wills it, or all of her Aspects are destroyed. Aspects function similarly to familiars, but they are fragments of her personality, not personalities that act as her fragments. When a fragment is destroyed it is destroyed for good, and returns to her body.

 

Architect of War - Annah is immune to mental influences of any nature that revolve around the concept of conflict. Furthermore, she has Advantage on deciphering or understanding any nature of statement, written text, historic event or similar movements involving conflict.

 

Eyes of War - Unless warded, Annah can determine the characteristics of an opponent's fighting capabilities by spending 12 seconds gazing upon them. As a result, she imposes Disadvantage on all combat-related Saves and Attacks made by the opponent.

 

Truth of War - Annah's Aspects gain +3 to saves on off-proficiency attributes.

 

Core Cosmic Abilities

 

Conquest (Weapon) - Annah can conjure Conquest in the shape of any weapon or pair of weapons. That weapon's damage dice is 5d8 (One-Handed) or 10d8 (Two-Handed). Its damage type is High Function based on its format.

 

Conquest (Domain) - Annah uses Conquest and creates a Greater Domain within 20kilometers that brings the region into sync with the Warring Kingdoms so long as there is a sky in the domain. Drums can be heard radiating from the sky. All creatures whom can hear the drums make a DC 20 CHA save or are Blessed by War. This blessing has the following effects >

 

- Damage that they inflict upon creatures, whom are within the domain, whom are not belonging to the Horseman of War is stored in Annah's Bloodthirsty Halberd. This damage functions as a resource for other abilities.

- When a creature is reduced to 0 hit points, it does not fall unconscious, but still makes Death Saves as normal.

- Death Saves are made with Advantage.

- Saves versus Fear and Pacification effects are made with Advantage.

- Saves versus effects related to aggression are made with Disadvantage.

- When an afflicted creature reduces another, non War-aligned and non-friendly creature to 0 hitpoints, it gains 3d10+6 Health and Action Surge.

- When an afflicted creature kills another creature, it temporarily gains a stacking Extra Attack (Until the end of the domain) and Annah gains an Extra Attack for so long as that creature possesses it.

- Attacks and saves made against Annah are performed with Disadvantage.


While this domain is active, Conquest cannot be used for its other effects.

 

Bloodthirsty Halberd - A signature weapon Annah can wield in any form. It deals 8d6+STR or DEX high-function Slashing or Piercing damage. If Annah is in domain, it has full health steal from applicable targets.

 

Attributes - Annah

ATT Amount Advantage
STR 22(+6) -
DEX 22(+6) -
CON 18(+4) -
INT 14(+2) -
WIS 22(+6) -
CHA 16(+3) -

Alignment: Lawful Neutral (???)

Type: Primal Riverborn

Initiative: +6x3

Saves: STR +10, DEX +10, CON +7, INT +5, WIS +10, CHA +6

Spell Attack: +18 (INT) (Primary save DC - INT 24, CHA 20, WIS 18)

Armor Class: 17

HP: ??

Resistances: Low Function, High Function

Immunities: Stun, Immobilization, Low Function Necrotic, Disease & Poison (Shadow of the Boundary)

Legendary Actions: 3/round (Apotheosis Movements)

Challenge Rating: ??

 

Free Walking Movement - 50ft.

 

Hybrid - Shadow of the Boundary - Annah has Resistance to low and high function Physical Damage, immobilization and stun effects, and is immune to poison, disease and low function necrotic damage.

 

Finger of God - Annah can alter her High Function damage to apply Low Function damage to bypass damage reduction if necessary, but the attacks deal half damage.

 

Boundless Steps - Annah can walk on walls, water, and jump any distance equivalent to her movement speed, all so long as she ends her movement on flat ground. Furthermore, she cannot be disoriented.

 

Attacks -

 

Multiattack - Annah performs a Base Attack and one of the following: Noble Phantasm, a spell, or activates Noble Phantasm and Chronos if applicable.

 

When Annah's Stand is at functional strength it may perform an attack or special ability as a Bonus Action on her turns, unless she uses a Cosmic Action.

 

Fist of the Undying Star - x3 +9 to hit, 2d6+6 Bludgeoning damage. Deals critical damage vs Constructs.

Magic Shattering Palm - +9 to hit, dealing 3d6+6 Bludgeoning damage and performing Dispel Magic on the target (Spell mod +6).

Noble Phantasm - Annah picks up to three targets within 30ft. An attack is telegraphed. On the start of her next turn, she performs +9 attack vs the three targets, dealing 8d6+6 High Function Bludgeoning damage to everything within 5ft of those targets. This attack will automatically critically strike if the target is Blind. This attack can be avoided if they move out of 30ft before it occurs. Units hit by this attack can be targeted by Chronos.

> Chronos - 3x +9 attack vs applicable targets (not aoe candidates). Deals 3d6+6 High Function bludgeoning damage. If all three attacks connect, the target is Stunned until the end of their next turn.

 

Spells -

 

Dreaming Poetry - - Recharge - 4 rounds

 

Annah doubles her movement speed, attack range and Noble Phantasm range effectiveness and increases her AC by 2 on her next turn.

 

Mana Burst -  Recharge - 3 rounds - Bonus Action

 

Annah doubles her Strength until the end of her next turn and gains advantage on Acrobatics and Athletics checks.

 

Cosmic Actions -

 

Apotheosis - Sunburst - 2/day

 

Uses Sunburst with her Stand, Apotheosis. Annah can shape its effects to render herself or other targets immune to its effects.

 

Apotheosis - Dreaming Reaper - 3/day

 

Prompts a DC 18 WIS save from suitable targets within 30ft. Should they fall, they fall asleep and suffer 6d6+3 Psychic damage. Annah regains this damage as health. When an enemy performs this save they have Advantage against it for the next 24 hours regardless if they succeed or fail.

 

Apotheosis - Radiant Form - 2/day

 

Annah assumes a Radiant form, absorbing Radiant damage and dealing radiant damage, rather than bludgeoning, for her attacks, for 1d4+1 rounds.

 

APOTHEOSIS

 

24 str (+7), 18 dex (+4), 22 con (+6), 16 int (+3), 14 wis (+2), 20 cha (+5)

Saves - CON +9 (Advantage), Cha +7

Attacks -

 

Blazing Talon Swipe - 30 linetrace in any direction horizontal to the caster. +10 attack, 2d6+7 Slashing. DEX DC 15 (Half) - Creates a radiant firewall that deals 7d6 Fire and 2d6 Radiant damage to anything hit by it, first enters it, or ends their turn in it.

 

Spells -

 

 

 

Attributes - Siamat-Myaa

ATT Amount Advantage
STR 22(+6) -
DEX 28(+9) -
CON 34(+12) -
INT 18(+4) -
WIS 14(+2) -
CHA 30(+10) -

Alignment: Chaotic Neutral (Red, Green, Black)

Type: Primal Riverborn

Initiative: +9x3

Saves: STR +6, DEX +12, CON +18, INT +10, WIS +5, CHA +16

Spell Attack: +18 (INT) (Primary save DC - INT 24, CHA 20, WIS 18)

Armor Class: 24

HP: ??

Resistances: High Function

Immunities: Stun, Immobilization, Low Function Necrotic, Blood Magic-sourced damage, Chemical, Fire, High Function + Low Function Necrotic

Legendary Actions: 3/round (Basic Attack, Cadenza spawns, Chains, 30ft movement)

Challenge Rating: ??

 

Free Walking Movement - 30ft.

 

Attacks -

Bloodwreathed Claws - +14 to attack, 8d4+9, x3

Blood Spear - +14 to attack, 8d10+9

Abilities -

 

Cadenza Abilities -

 

Siamat-Myaa can conjure Cadenza eyes, whom function as casters for the following abilities.

There are 2 types of Cadenza - Cadenza and Symphony. Cadenza's take 1 charge of Legendary to create, while Sympbony takes 2. Siamat-Myaa can only conjure them on Legendary turns.

 

Candeza's can only sustain 1 chain link, while Symphonies can sustain an indefinite number.

 

Chains of Ruby - Forms a Chain conduit up to 90ft away to another node. Units in the way make DEX save vs 16 (Half), 8d6+9 + Restrained. Target may make an STR or CON save on its turn to escape.

 

The Chains are composed of crystallized Communal Blood, have 15 AC and 40 hp. They can be broken with a combined total successful one-turn Athletics check of 50.

 

COSMIC - Shattering Chains

All currently restrained units make a DC 18 CON save (Half) 12d6+2d12 High Function Piercing damage, and destroys applicable chains.

 

 

Attributes - Aryeht

ATT Amount Advantage
STR 18(+4) -
DEX 20(+5) -
CON 20(+5) -
INT 16(+3) -
WIS 20(+5) -
CHA 18(+4) -

Alignment: Lawful Neutral (???)

Type: Primal Riverborn

Initiative: +5

Saves: STR +8, DEX +9, CON +5, INT +6, WIS +7, CHA +6

Spell Attack: +10 (WIS) (Primary save DC - INT 16, CHA 17, WIS 18)

Armor Class: 22

HP: 220

Resistances: Low Function, High Function

Immunities: Stun, Immobilization, Low Function Necrotic, Disease & Poison (Shadow of the Boundary)

Legendary Actions: 2/round (Archery)

Challenge Rating: ??

Movement - 40ft. Ignore rough terrain.

 

Inertial Innervation - Aryeht has exceptional defensive attributes but lacks the offensive attributes of Annah's other forms.

 

Attacks -

 

Dragonhorn Greatbow - +10 to hit, 3d12+5 x2 300/600ft range

> Power Attack (-5 attack, +2d10 damage)

> Splinter Shot - DC 16 DEX save for adjacent units for half damage

> Force Shot - DC 16 STR save for knockback 20ft for target, 2d8 collision and save for knockdown on any medium targets behind it.

> Multishot - 90ft cone attack, 1x attack only

> Extra Nock -> Consume acton, nock 6 arrows for next attack.