JNAProductions
2016-03-06, 03:10 PM
Empress Moira
Medium humanoid (Godling), Evil
Armor Class 17
Hit Points 260/260/260/260
Speed 30', Fly 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
20 (+5)
24 (+7)
20 (+5)
16 (+3)
12 (+1)
24 (+7)
Saving Throws Dexterity +11, Intelligence +7, Wisdom +5, Charisma +11
Skills Athletics +13, Acrobatics +19, History +7
Senses Blindsight 60', Passive Perception 11
Challenge 23
Grace of the Gods Empress Moira acts four times, rolls initiative four times, and in all ways has four turns. Each time a pool of HP is depleted, she loses one turn.
Magic Resistance-Moira has advantage on saves against spell effects.
Actions
Whip, Melee Attack: +8 to hit, 10' reach, one target, 1d4+7 slashing damage
Divine Strikes: Moira makes 6 Whip attacks or other attack actions.
Smite, Ranged 150' Attack: Moira targets a single enemy and they must make a DC 17 Dexterity saving throw or be smote, taking 8d10 points of radiant damage, or half on a successful saving throw.
Area Smite, Ranged 100' Attack: Moira targets a 20' radius burst, centered on a point within range. Everyone within the burst must make a DC 17 Dexterity saving throw or take 4d10 points of radiant damage, or half on a successful saving throw.
Bonus Action
Extra Divine Strikes: Moira makes 2 Whip attacks or other attack actions.
A relatively simple boss monster. (Not good enough to make it more complex yet.) Massive amounts of attacks for insane chances of grappling or a powerful, save for half AoE or single target. Moira counts as four creatures for determining challenge of an encounter.
Medium humanoid (Godling), Evil
Armor Class 17
Hit Points 260/260/260/260
Speed 30', Fly 50'
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
20 (+5)
24 (+7)
20 (+5)
16 (+3)
12 (+1)
24 (+7)
Saving Throws Dexterity +11, Intelligence +7, Wisdom +5, Charisma +11
Skills Athletics +13, Acrobatics +19, History +7
Senses Blindsight 60', Passive Perception 11
Challenge 23
Grace of the Gods Empress Moira acts four times, rolls initiative four times, and in all ways has four turns. Each time a pool of HP is depleted, she loses one turn.
Magic Resistance-Moira has advantage on saves against spell effects.
Actions
Whip, Melee Attack: +8 to hit, 10' reach, one target, 1d4+7 slashing damage
Divine Strikes: Moira makes 6 Whip attacks or other attack actions.
Smite, Ranged 150' Attack: Moira targets a single enemy and they must make a DC 17 Dexterity saving throw or be smote, taking 8d10 points of radiant damage, or half on a successful saving throw.
Area Smite, Ranged 100' Attack: Moira targets a 20' radius burst, centered on a point within range. Everyone within the burst must make a DC 17 Dexterity saving throw or take 4d10 points of radiant damage, or half on a successful saving throw.
Bonus Action
Extra Divine Strikes: Moira makes 2 Whip attacks or other attack actions.
A relatively simple boss monster. (Not good enough to make it more complex yet.) Massive amounts of attacks for insane chances of grappling or a powerful, save for half AoE or single target. Moira counts as four creatures for determining challenge of an encounter.