SS | Grand Sethis

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

 

0/100 shield

400/400 hp

17 AC (15 with shield disabled)

 

fly 40ft, veil 80ft, shadow step (5 round cd) 200ft

 

Immune to Necrotic, Resistant to Fire, Wind

 

Immune to Blind, Disease

 

Flight 60ft, Teleport 120ft

 

Legendary Actions - 3/round, Base Attack, Spell

 

Adam's Manifesto - Aspect of Sethis, manifested by Adam's rage. Has Disadvantage versus effects that compel emotions.

 

Shadow Shield -

Sethis is innately protected by an armor of shimmering black smoke. The shield makes him Invisible in the Boundary and Heavily Obscured in Veil domain, imposing Disadvantage on attacks for units without Truesight or similar mechanisms. The shield has 100 max hp and regenerates at a rate of 20hp at the start of Sethis' next turns. However, the shield's obscuring effects are only active when its health is capped. When Sethis spawns the shield is at 0 hp.

 

Sethis has Resistance to Force and Physical damage, vulnerability to Lightning and Ice damage while Shadow Shield is active.

 

Attacks -

 

Star Shepherd - Eye attack. Disadvantage vs units in Radiant domain or blessed by Radiant ward.

4x Municiple of Dreams - +7 to hit, 1d10+7 damage, 90/180ft range. Deals Piercing damage.

2x Vanquishing Mire - +7 to hit, 5d6+2 High Function Lightning

 

Sonic Calamity - BONUS - 120ft CON save vs 15 for Pressure Dissonance. On second failure, stacking 1d12 Force damage (Half for success). Countered by Silence (on target or on caster).

 

Nightfall - DC 17 CHA save for unit within 30ft of Sethis. On the end of the unit's following turns it must re-attempt the save, taking a stacking 2d8 Necrotic damage for each failure. Nightmares have Advantage on attacking this unit if they are using Melee attacks. This is a Sonic attack.

 

Dreadful Wind - Linetrace, 20ft width 60ft range, STR 15 SAVE vs knockback 30ft and 2d6 Bludgeoning damage (1d6 collision damage). Knocks units Prone.

 

Abilities -

 

Whispers of the White Wyrm - Emits a soothing voice across 300ft. All non-Nightmares whom hear the voice must make a DC 15 CHA save or take 4d6 Maximum Health damage until they perform a long rest. Heals all units for 4d6.

 

Absolution of the White Wyrm - Emits a rousing voice across 300ft. All non-Nightmares whom hear the voice must make a DC 14 CHA save vs 1 level of Exhaustion. Grants a 1d4 spell slot recharge to all units.

 

Resolution of the White Wyrm - DC 19 CHA save. Removes 1 stack of Exhaustion from any applicable units within 120ft. For every stack of Exhaustion removed in this manner, 1d12+1 Nightmare Animata may spawn from applicable Veil Domain. Else, restores 1d10+1 health to Exhausted units whom make the save.

 

Shadow Conflux - Releases Sethis' Shadow Shield as an attack to units in 30ft. Units make a DC 14 DEX save (half) vs Restrain. Units held by the Shadow Shield may bypass it to attack Sethis. Escape DC 14.

 

Starfall - DC CON save in 120ft of Sethis.

<10 = 7d6 Radiant damage.

10-15 = 4d6 Radiant damage.

16-20 = 2d6 damage.

20+ Avoid

 

Cosmic Actions -

 

Harmonious Motion - Domain effect.  All units within 60ft will recover half damage of their next attack as health. For every 5ft a unit attempts to move, or is forcefully moved, until the end of Sethis' next turn, they will take a stacking 1d6 Force damage.

 

Excellion's Calamity - Creates Phantoms which move outwards in a radial pattern from Sethis at the end of its following turns or from designated directions (that do not overlap). They travel 30ft each movement, and impose a DC 17 CON save vs non-Nightmare targets they pass through, dealing 3d12 (half) damage they hit. When the Phantoms hit a wall they may freely re-orient and continue moving afterwards. If a sword passes into physical Veil domain, it may freely teleport to another such domain within 600ft, but this consumes its movement for that turn.

 

 

 

 

Grey King -

 

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

 

500/500 hp

15 AC

 

Attacks -

Sethis attacks or uses a Song or an Ability, then conjures up to 6 of one type of Excellion.

Galactic Talon - 10ft reach. DC 14 DEX save in 15ft linear horizontal cleave vs 5d6+4 Slashing damage. Hits 15 behind these tiles with DC 16 DEX save vs 5d8 Radiant damage.

Sonic Variance - Emits waves of sound energy. 3x Linetrace, DC 15 CON save vs 5d6 Force damage. 200ft range, 10ft width.

Excellion's Grand Calamity - Conjures massive swords. They move at the end of Sethis' following turns. DC 17 DEX save vs 8d6 Slashing damage. Swords can be directed to an impact point, where they explode in a 30ft radius provoking DC 17 DEX vs 8d6 Radiant damage. Impact 10ft point deals an additional 8d6 Piercing damage. Moves 40ft.

Dreaming Excellion - DC 17 WIS save vs Sleep until end of next turn. Moves 50ft.

Ivory Breath - Recharge 2 rounds. DC 15 CON save vs 10d6 Radiant damage. 120ft cone.

 

Songs -

 

Adam's songs have a 1-round windup, and constitute as a Free Action. They take place at the end of his next turn, but some save at the start of his turn.

 

Reprisal Song - DC 15 CHA save in 120ft for Sleep.

 

Whispers of the White Wyrm - Emits a soothing voice across 300ft. All non-Nightmares whom hear the voice must make a DC 15 CHA save or take 4d6 Maximum Health damage until they perform a long rest. Heals all units for 4d6.


Absolution of the White Wyrm - Emits a rousing voice across 300ft. All non-Nightmares whom hear the voice must make a DC 14 CHA save vs 1 level of Exhaustion. Grants a 1d4 spell slot recharge to all units.


Resolution of the White Wyrm - DC 19 CHA save. Removes 1 stack of Exhaustion from any applicable units within 120ft. For every stack of Exhaustion removed in this manner, 1d12+1 Nightmare Animata may spawn from applicable Veil Domain. Else, restores 1d10+1 health to Exhausted units whom make the save.