SS | Kherrei

"In the beginning, there were three kings whom vied for control over the River and its resources. But, in their competition there was balance - one never was able to overstep another, wary of the intervention of the third party seeking to take advantage. It was the discovery of the beast worlds, and the potential within, that unified the kings - and subsequently brought ruin to both lands. Their names are long forgotten... but their hearts endure in the most savage depths of mythology. The bloodbath to follow heralded the worship of the Stars and the Star King from the realm whose towering funeral pyres were celebrated only in passing by the humans whose bodies adorned cathedrals of their kin's bones."

 

A path damned to be walked time and time again, held eternal in the reflections of the river's dreams. Spurned desires become of nightmares, and in the tears of men the majesty of malicious harmony gave motion to cruelty. Radiant hearts seeking reunion and weary hearts seeking purpose - all to be denied, all to be cursed until their cycle's final end. The price of the sins of the fathers bound to witless sons bereft of reason or rhyme to the haunting of shadows ages lost.

 

Attributes

ATT Amount Advantage
STR 28(+9) -
DEX 24(+7) -
CON 34(+12) -
INT 36(+13) -
WIS 20(+5) -
CHA 22(+6) -

Alignment: Chaotic Evil (Red, Black)

Type: Primal Riverborn / Primal Starborn / Primal Mistborn

Initiative: +7x2

Saves: STR +14, DEX +11, CON +16, INT +17, WIS +10, CHA +10

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

Armor Class: 19x*

HP: ???

Resistances: Low Function

Immunities: High Function

Legendary Actions: 4/round (Basic Attack, Transient Motion, Non-Cosmic Ability, 1 spell)

Challenge Rating: 18

 

Skills - Arcana (+24, Expertise)

 

Playing Kherrei

 

Visceral, haughty, and cruel, Kherrei's interest in others only extends as far as they seem relevant to her research. She is fully aware of her origins and retains all of her memories, and is aware that she is little more than a force of destruction hellbent on exacting revenge on beast and man alike, though she's long forgotten the reasoning why it all began - she simply doesn't care, nor does she believe there needs to be the reason. She created the blood merely to test the spirit of cosmic man, and found them wanting, but their endurance in the Dream and Modern eras gave her enough interest to observe. At times she willfully interfered with the world to either promote conflict or prohibit the resolution of conflict - including during the events of the end of the Dream Era.

 

She rarely offers passing attention to most other entities in the Starsworn world, seeing them as merely ambient noise unworthy of her attention. Interfering with her operations will easily draw her ire, though she usually relegates trash disposal to River Devils; when meaningfully confronted she will happily use most of her abilities in a massive up-front explosive display of dominance - with the exception of Words of Reunion, which she conserves only for dire emergencies. Secrecy is more important to her than fighting, so she won't opt into a fight if it could serve to cost her, though she'll hold grudges eternally. She will refrain from killing creatures she feels can further the evolution of worthwhile entertainment or understanding of the world in the future.

 

Though weakened by enduring the destruction of the Cosmic and Dream eras, Kherrei holds no illusion that returning to the way she once was - in the beginning - is within her grasp, and currently holds this as her most valuable pursuit. Unfortunately, the efforts of Rubedo and others have greatly inhibited her.

 

Traits

 

Cosmic Inscription - Kherrei is inscribed in a variant of Star Scripture which is woven in bonded psychic bands. Kherrei has greatly enhanced INT, STR, and CON, and proficiency in all Saves. This proficiency is negated if her Inscription is somehow suppressed. Furthermore, she does not require Materials, Somantic or Verbal components for any conventional spells, only control over her inscription and immediate personal domain.

 

Tri-God Heart - Kherrei can move through any non-warded Liquid or Stone surface as though it is normal terrain unless it is warded, and treats Water as Subspace. Furthermore, Kherrei can cast three separate spells as a single action. Furthermore, Kherrei can sustain 3 concentration spells at a time. If her Inscription is suppressed, she can only cast and maintain one spell at a time.

 

Petals of the Divine Star - Kherrei possesses a rose whom is the only surviving fragment of the Divine Star from the River of Stars. It has five petals, which regenerate a week after use. The rose functions as an Arcane Focus. This rose is a Spirit Weapon.

 

Divine Soul - When Kherrei gains a stack of Divinity, she recharges one Word of Reunion and increases her maximum by 1 for every 5 stacks (tracked by Mana Bar). Her strength directly correlates to her Divinity level and what she uses to increase it.

 

Currently devoured - Old World Isabelle, New World Dracula, Soul of Water.

Base Stacks - 10

 

Attacks -

 

As an attack, Kherrei can either use a Base Attack, an Ability, a Cosmic Action, or Tri-God Heart to cast up to three spells.

 

Unlimited Chain Works - Conjures 4 phantom chains to attack targets within 60ft and animates any other chains within 60ft. The chains may perform one of the following actions each -

 

> Bind - +13 to attack, 8d4+7 High Function slashing damage and Restrains the target. Escape DC 22. The chains deal a further 8d4 damage at the end of every turn of the target it is Restrained. This damage benefits from Trauma. The chains have 30 HP and 10 AC and can be destroyed by High Function weapons or elemental damage.

 

> Lacerate - +13 to attack, dealing 12d4+7 High Function slashing damage and inflicting the target with Trauma, which further increases the damage of subsequent chain attacks by 3d4. Stacks and endures until the target is healed with Lesser Restoration or equivalents or until they perform a Long Rest.

 

> Undying Star's Blood - Units currently restrained by chains are set aflame with Contra Motion Fluidic fire damage, dealing 12d10 damage. Half this health is restored to Kherrei. Applicable chains will also cast Dispel Magic at its lowest level on targets bound when using this ability. This ability automatically crits on Constructs and Structures.

 

Spells -

 

 

Cantrip -

 

Water Spear - Conjures, or attacks with, a Water Spear. Kherrei can maintain up to six Spears at once. Each spear deals 2d8 damage, and has a +18 Ranged Attack modifier. 60ft range.

 

Analyze - Attempt to decipher or decode an mechanized or electronic system with operative logic using the Tri-God Mental Codex. Caster make a INT check versus unit level + INT check of operator whom encrypted it, if applicable. Successive checks are made with Disadvantage and may be attempted no sooner than an hour later.

 

Level 1 slots 5/5 -

 

Vampiric Light - Conjures an arc of lightning that attempts to steal health from an enemy. DC 22 CON save vs 7d6 Necrotic damage.

 

Riverdrop - Heal a unit within 30ft for 6d4+5. Also removes a stack of Exhaustion.

 

Great Shield - Reaction - Conjures a powerful shield that offers +10 AC vs 1 attack and +6 AC vs remaining attacks for 5 attacks.

 

Level 2 slots 5/5 -

 

Lesser Restoration - Remove one Low Function debuff. Two casts remove a High Function one.

 

Earth Shield - Surrounds a target in 30ft with 3 Earthen balls. Each time that target is hit, the attack's damage is halved, the target is healed by 3d4+5, and a ball is destroyed. Lasts 1 minute.

 

Inscribe - Inscribe a spell up to level 6 on any Stone object, with conditions to activate it, such as contact or command word. The spell endures for 1 month.

 

Conjure Sentry Ward - Conjures a physical ward, such as a Mist Wall, which alerts the caster or a unit targeted when casting to the presence of most units passing nearby it so long as the caster is within one subspace layer of the ward. Lasts until dispelled or cancelled or some condition set forth by the caster. The ward has an effective range of 15 feet and has Truesight.

 

Level 3 Slots  - 4/4

 

Water Wall - Conjures a wall of High Function water up to 90ft long, 60ft high and 5ft thick. Each section of the wall has 60hp and absorbs Lightning damage, distributing it to any target inside (DC of caster, but CON save). A strength DC 22 allows a target to traverse the water, else they are repelled. Being repelled, or being in the space of the wall when it is summoned (same STR save), deals 4d6 damage. The water lasts for 10 minutes. Concentration.

 

King of Water - 30ft Creates an orbs of liquid that electricutes any enemies within 10ft of it at the start of Kherrei's turn, provoking a DC 18 DEX save (Avoid). Deals 6d4 High Function fluidic lightning damage. Concentration.

 

Level 4 slots - 4/4

 

Animate - Commands a mechanized or operative unit with logic that the casters understands and has the ability to access. Unit rolls for initiative and acts as if an ally of the caster, behaving her mental commands to the best of its ability. The control can be severed with Dispel Magic or similar suppression effects.

 

Level 6 slots 4/4 -

 

Water Shield - Surrounds a target in 30ft with a globe of swirling water for 1 minute. The globe has 80 HP and Resistance to lightning damage. The Water Shield will also absorb any physical-based debuffs that require contacting the caster to take effect, such as poison, fire, etc. At the end of the caster's turn the shield heals its target for 2d12 so long as it is active. When a physical ranged attack fails to impact the shield, the caster may use a reaction to attempt to retaliate to a nearby target with that ranged attack.

 

Level 7 slots 3/3 -

 

Focused Tsunami - Sends forth a wave of water within 200ft in any direction of the caster's choosing. The wave is 60ft wide and 60ft high and 30ft thick. The wave travels at a rate of 30ft a round at the beginning of the caster's turn and incurs a Strength Save on any units it hits or are trapped in it when it spawns. Units struck by the wave make a DC 22 Strength save (Avoid) vs 5d8 Bludgeoning damage and being carried with the wave. Units trapped in the wave can re-attempt the save on their turn to attempt to swim, else they are Paralyzed. The wall loses 20 height every turn, losing 1d8 damage in the process, and disappears when it reaches 0 feet in height.

 

If the tsunami drags units into colliding with a large object, such as a wall or a structure, the wave will deal critical damage on its damage save + 2d8 Collision damage, and be destroyed.

 

Mental Prison - 60ft, concentration, duration - 1 minute.

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10psychic damage, and the spell ends. On a failed save, the target takes 5d10psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

 

Cosmic Abilities -

 

Domain of the River Goddess - Conjures a domain up to 90km of the caster. Any attempts to enter subspace, or use similar teleportation abilities, must make a contest against the caster's INT DC or fail. Hostile units have their attack range halved, and Kherrei has Truevision while within the domain. Furthermore, while within the domain, the Rose of the Divine Star regrows all petals at the end of her turns.

 

Every hour spent within this domain prompts a DC 22 Constution Check against one stack of Exhaustion.

 

While within this domain, River Devils make attacks, saves, and skill checks with Advantage.

 

Tears of Dreaming Rivers - Concentration - While within domain, Kherrei summons a secondary domain of the River of Stars. Rain falls inverse of gravity and collects up to 90ft above the caster in a range of 300ft. Each turn this domain remains active a stacking effect occurs.

1 - Allies are healed for 1d12 each round.

2 - Enemies suffer 1d12 High Function fluidic damage each round.

3 - Allies gain the effects of Bless while within the domain (d4 to attacks and saves).

4 - Constructs suffer Disadvantage on saves and attacks.

5 - River Devils may be summoned as Legendary Actions.

 

Words of Reunion -

Kherrei speaks Star Scripture and calls upon command code within the elemental bonds of creatures that hear the spoken words within effective range. These words do not function if she or the target is Silenced. Words of Reunion is of similar power to Wish, and as such has separate charges. The charges are relative to Kherrei's strength. These recharges restore after every 72 hours.

 

These words are ineffective against creatures born of the Cosmic Era or are otherwise independent of bonds touched by the Blood. She can use an Insight check vs the unit's spell DC + level to Read that unit's bonds to make them effective, but this requires an action.

 

The words themselves have no power, but the energy she exerts behind them carry the effects. The words are merely actuations of her ability. As she gains in stacks of Divinity, the effects of these abilities improve.

 

Base strength - 2 charges.

 

"Apesis Chronos Noctis" - Tangent Motion - In two rounds, Kherrei will return to where she was, and at the state she was in minus Reunion charges, restoring all health, conditions and expended resources of other nature expended between those periods.


"Katento Amen No-Ho Ner Annah" - Devour - Awakens Blood cells latent within creatures who are applicable and can hear her speak within 30ft. DC 22 CHA save each turn until 3 failures or 3 successes. Upon failure, transform into a Blood construct. The units also suffer 8d6 damage every failure.

 

"Visi" - Inertia - Commands elemental bonds to assume random momentum, tearing units apart she directs the words toward within 30ft. DC 22 CHA save (Half) for 10d10+10 High Function Piercing and 10d10+10 High Function Radiant damage +1 stack of Exhaustion for every point below 5 of the DC the unit failed. Instantly destroys most constructs.

 

"Vatentis Amens" - Blossom - Requires one or more petals of the Divine Star. Gives life to those petals, spawning Devils of Kherrei's choosing. After 2 hours, the Devils dissolve into unremarkable glass shards.

 

"Corroris Dracule" - Vampire - Targets one unit and draws from it desirable properties that Kherrei then assumes. For every attribute point the unit has above 15, Kherrei rolls a 1d20. On 14 or higher, Kherrei gains a stack of Divinity. If the target is dead, its body is utterly destroyed and Kherrei restores health equal to 10x its CLevel.

 

If the target is still alive, it makes a DC 22 Constitution check. Upon failure, that unit also suffers 4 stacks of Exhaustion and 12d10+30 Psychic damage, which Kherrei restores as health, which cannot be healed until that unit performs a Long Rest. Upon success, Kherrei is unable to draw any attributes or Divinity from the target, and it suffers Half damage and no Exhaustion.

 

"Avra Avris" - Movement of Ruin - A killing spell, requiring the use of the Rose's stem as a wand. Produces a vibrant spark. +18 to hit. DC 22 CON save vs 20d10 Force and 20d10 High Function Necrotic damage, and afflicts the unit with a psychic plague that deals a further 8d6 damage at the end of their every turn until they succeed the save. 15ft range. Ineffective against inorganic targets.