AW | Yllyvere
?? STR (+3d6), ?? DEX (+3d12+1d4), ?? CON (+10), ?? INT (+6), ?? WIS (+4d6), ?? CHA (+3d8)
Saves - STR, +3d6-/+2d4 - DEX, +3d12+1d4-/+2d6, CON +10, INT +6, WIS +4d6-/+2d4, CHA +3d8-/+2d4
Memorial of Kali - Damaged by the presence of the Forgotten, causing significant variability to Skill and Ability checks and Saves. After two rounds of combat, the damage is reduced by 1 stack, removing both stacks at the end of four rounds. Afterwards, as Yllyvere gains strength, the stacks are increased as a bonus every two rounds, to a maximum of 2.
Fluidic Momentum - Yllyvere chooses whether or not to treat unwarded fluid bodies as solids, as liquid, or whether to pass through them as though they do not exist. Damage types and effects reliant on fluids are treated similarly.
Divine Yggdrasil - Yllyvere regenerates 20 HP at the start of each turn. She is immune to mind-effecting Spells, has Spell Resistance, is Highly Resistant to Piercing and Slashing, and Immunity to Cold and Fire damage.
Star Sense - Yllyvere has Truesight up to 300ft. Up to 30ft, she can telepathically communicate with a living Creature in a language they understand. She can also provoke a DC 23 CHA save to read their thoughts and learn about their mental disposition.
Attacks -
Multiattack - Yllyvere chooses between Melee or Ranged, then uses two Abilities or a Cosmic Action.
Physical (Melee) - Yyllyvere may perform up to 4 punches or kicks. These do not have a fluidic component. 1d20+3d6-/+2d4 to hit, 4d4+3d6 damage. She can provoke Knockdown, Trip, Disarm or Restrain with DC 22 STR/DEX saves.
Movement of Water (Melee) - Physical melee attack enchanted with power of fluidic movement. Shield cancels these attacks as it does Force damage. +3d12+1d4-/+2d6 to hit. Creature makes a DC 22 Strength save. Attack has following potential components.
> Knockdown, trip, disarm - Transform STR save into DEX accordingly.
> Grab - Restrains a creature in hand. Escape DC 22.
> Slam - Knockback up to 120ft, 1d10 damage per 10ft, DC 22 DEX save for collision targets, knocking down both on hit.
> Fluidic Impact - Second save component versus DC 22 Constitution for half damage. Deals 12d6 Bludgeoning damage and reduces AC by 3 for 1 hour. Stacking.
> Fluidic Blade - Cut through creatures in a 30ft line. STR save becomes a DEX save for Half Damage. 12d6 Slashing damage.
Water Cannon (Ranged) - Yllyvere summons one or more projectiles as part of her attack.
> Geoburst - 3x 1d12+4d6-/+2d4 to hit. Deals 6d6 Bludgeoning damage and Soaks the creature in magical water that clings, adding 30 weight to them and causing them to drown when it reaches 2 stacks or more. Lasts 1 minute.
> Geoblast - 1x +4d6-2d4 to hit. For every Geoburst stack, deal 7d6 Bludgeoning damage and knock the target 30ft into the air.
> Waterball - 120ft range 20ft DC 22 DEX save versus 12d6 Bludgeoning damage and Knockback 30ft to prone.
Runecraft
During Lair Initiative (Boss) or at the beginning of Yllyvere's turns (NPC), she makes one Major Runecraft action, followed by standard Runecraft Actions, if applicable.
Mark of the Rider - Assign a willing creature a blessing of the Horseman over the course of ten minutes. A creature not born of the river will suffer 4d12 Maximum Health Damage every four hours until they die, which cannot be healed, as their genetic bonds break down.
- Creature gains 5 levels worth of Hit Dice as Maximum Health.
- Creature gains Physical Resistance.
- Creature gains 10ft of movement.
- Creature becomes visible to creatures of Chaos and Disorder.