SS | Nightmare Tiraelina & Company

Nightmare Tiraelina

8 str (-1), 16 dex (+3), 20 con (+5), 10 int, 18 wis (+4), 20 cha (+5)

Saves - Con/CHA +10

30ft walk, 30ft shadow step

Burnout- Nightmare Tiraelina can cast two spells, or attack twice, and use one bonus action on her turn. She endures 3d12-5 unavoidable damage at the end of every turn.

Concentration +8

 

Lair Action (20) -

 

Infernal Tempest - At the start of the Lair Action, every unit within 120ft makes a DC 15 CON save vs 1d4 fire damage. This damage increases by one dice at the start of every round. Infernal Tempest also sucks all of the oxygen out of the crater when activated, and applicable units suffocate while it is active.

 

Infernal Rift - During Lair Initiative, the Flame Cross first spawns then rotates 20 degrees counter-clockwise. Contact with the Flame Cross provokes a DC 17 (half) DEX save vs 10d6 Fire Damage.

 

Legendary Actions - 2/2 - Base Attack, Base Spell

 

Attacks -

 

Shadow Bolt EX - +10 to hit, 4d10, x2 (One to seperate targets, cannot double target)

Flame Scimitar - 2x +8 to hit, 1d6+3+ DC 16 DEX save vs 7d6 Fire damage.

 

Abilities -

 

Shield Type-B A++ - 2/2 - +7 AC for two attacks.  Bonus or Reaction.

Shadow Fireball - Creates 4 Shadow Confluxes. The Confluxes explode at the start of Tiraelina's next turn, provoking DC 16 DEX vs 8d6 Necrotic damage. 20ft radius.

Shadow Barrier - Creates a Shadow Barrier that prohibits non-necrotic attacks from passing through it. 80 hp, 10 ac.

Shadow Haste - Grant 2 extra Actions, 2 AC, 20ft extra movement speed. Dispellable.

Elemental Shield - Grant Spell Damage Resistance. Dispellable.

Slow - 4 targets, DC 16, Concentration, 120ft range

 

 

 

Nightmare Beyel

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

 

Blur - Ranged attacks have Disadvantage against Beyel.

Cunning Action - Dash, Disengage

 

Shadow Whip - 15ft - 2x +8 to hit, 2d6+5 Necrotic damage, DC 16 STR save vs knock to prone.

Shadow Dagger (Offhand) - +8 to hit, 1d4+5+3d6 Sneak, Necrotic.

Shadow Spike - Linetrace 30ft, DC 16 DEX save vs 8d6 Necrotic

Abilities -

Swap - Swap locations with another Nightmare. Bonus action.

 

 

 

Nightmare Asmodaeus

16 str (+3), 18 dex (+4), 30 con (+10), 22 int (+6), 22 wis (+6), 20 cha (+5)


Saves - CON +10, CHA +5 (Advantage)

Primal Earthen

30ft, Advantage vs Immobilization effects.


Resistance to Low Function Physical, Force, Weak to Lightning


Attacks -


Force of Earth - 30ft, +10 to hit, 2d12+5 Force damage. Requires air current to conduct force.

> Reaction - Contest damage of projectile to attempt to destroy it.

Archimedes (Staff) - +8 to hit, deals 1d8+1d4+3 Bludgeoning damage. 2x attack.


Spells -


Grand Shield of Earth - 2/2 - +6 AC vs Physical/Low function attacks. Reaction.

Touch of Earth - 3/3 - 3d10+5 Healing for Construct or Organic creature, OR purges poison/disease within domain, OR acts as Mending EX.

Stone Spear EX - 4/4 - Conjures a Stone Spear. +5 to hit, 300ft range. Deals 5d8+5 Necrotic damage.

Focest EX XU - 2/2 - Bonus - Attempts to consume a magical barrier surrounding a unit (such as Shield or Mage Armor). Contests opponent Spell DC vs +5. Upon failure, barrier is destroyed, and deals 3d10+5 Bludgeoning damage.

 

 

 

Nightmare Jeklek

8 str (-1), 14 dex (+2), 18 con (+4), 18 int (+4), 16 wis (+3), 18 cha (+4)

 

Saves - DEX +6, WIS +7

 

Attacks -

Warhammer - +8 to hit, 1d6-1 x2

> Smite - 3/3 - 3d8 Radiant damage + DC 15 WIS save vs Silence until the end of next turn.

Spirit Dagger - x2 60/90ft, +8 to hit, 1d4+2, DC 15 INT save vs 6d6 Lightning Damage and Disadvantage on Mental saves for 1 minute. Can re-attempt saves at end of turn.

Divine Rapier - +8 to hit, 2d8+2 Radiant damage, x3

 

Abilities -

Mana Chains - DC 16 STR - Hold Person. 90ft range. Can re-attempt saves at end of turn.

Armor of Faith - +2 AC on ally. Concentration.

Dispel Magic - Caster mod +8.

 

 

 

Starsaint Anyla

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

 

Saves - CON +8, CHA +8

 

Fire Lemontals -

Spawn 1 Frazzle Dazzle. They travel at a rate of 90ft at the beginning of Anyla's next turns. When they collide with a unit or object or hit the ground they explode and create line fires, prompting DC 17 DEX save vs 8d6 Fire Damage any time an enemy touches or ends their turn in them. The patches disappear at the beginning of her next turns.

 

Attacks -

 

Flamestrike - Create 6x Flame Strike. At the beginning of Anyla's next turn, the Flame Strikes explode. DC 16 DEX save vs 7d8 fire damage for any unit whom touches the fire or ends their turn in it. Flame strikes vanish at the beginning of her following turn.

Fire Bolt EX - +8 to hit, 2x targets, 3d10+5 Fire Damage.

 

Abilities -

 

Peasy Copper - 3x - DC 16 STR save vs 3d6 Fire Damage and Restrained. Unit is held by Peasy Copper. Escape DC 16. Deals 3d6 fire damage at the end of a unit's turn if they are still held. Units adjacent to the hand when it spawns or when their turns end make a DC 16 DEX save (half) vs 3d6 fire damage.