Psyche
2022-08-05, 11:29 AM
Six(little nightmares):
Six is a deadly little creature, a survivor at heart and the Lady of the Morre, the ship that floats on the turmoiled seas of the Signal Waste. This little girl can drain powers, and currently has the ability to drain life from others, thanks to the former might of a deceased sorceress Six murdered than drained. While not as sadistic or cruel as the past Lady, her lust for revenge is massive, and as she sails upon her warped realm, this little girl kills everyone who has ever hurt her, perhaps searching for years until she finds them and exacts her life-stealing revenge.
Tiny fiend, Neutral Evil
HP: 221 (21d4+ 168)
AC: 22
Stats: Str: 10; Dex: 20; Con: 26; Int: 25; Wis: 28; Cha: 26
Skills: Perception: + 23; Insight: + 23; Intimidation: + 15
Saving throws: Str: +7 Dex: +12; Con: + 15; Wis: + 16
Prof: +7
Senses: Devil's Sight 150ft Passive Perception 33
Speed: 10ft, fly 60ft
Traits:
Little yellow coat: The Little Yellow Coat is +3 studded leather armour that provides Six with advantage on saving throws against spells, +2 Ac while wearing it, advantage on dex saves, immunity to necrotic and non-magical bludgeoning, piercing, and slashing damage, resistance to cold damage, and immunity to the charmed and frightened conditions.
Innate Spellcasting: Six's innate spellcasting ability is Wisdom (Spell save DC 24, +16 to spell attack rolls)
At will: Enlarge/Reduce(Increases size by 3 categories)
3/day Hold person(9th level version), dawn,
1/day Hold monster(9th level version), plane shift, gate(while in lair).
Actions:
Multiattack: Six makes 4 drain life attacks
Drain life: Six chooses 1 creature within 60 feet of her. That creature must succeed on a DC 24 Con save or take 1d10+9 necrotic damage and six regains hit points equal to the necrotic damage dealt.
Draining stride(recharge 6) Six moves 60ft, each creature she moves within 15ft of must succeed on a DC 24 Con save or take 4d10 necrotic damage, at the end of her move, six regains 2d10 HP for each creature that took necrotic damage
Drain powers(1/day): Six makes a Melee spell attack (+16 to hit) against one creature within 5ft of her. She gains all of that creatures' class features for 1 minute.
Legendary actions: Six can take 3 legendary actions, choosing from the options below.
Antimagic removal: Six disables all antimagic fields within 30 feet of her for 1 minute.
Drain life: Six uses drain life.
Innate spellcasting(2 actions): Six uses innate spellcasting.
Draining stride(3 actions): Six recharges and uses draining stride.
Vampiric Drain(requires 3 actions): Six casts vampiric touch as a 9th level spell with a range of 30 feet.
Six is a Darklady, and her realm is as ship that floats through the mists at the edge of the signal wastes
Lair actions: On initiative count 20, while within her ship, six can take 1 of the following lair actions:
Six casts vampiric touch at 9th level on any creature in her lair.
Six casts dimension door.
Six removes any antimagic fields in her realm.
Six casts inflict wounds on each creature in her lair.
Regional effects: Six's ship and everything within 1 mile of it, is under the following effects:
the fog cloud spell, which six can see through.
All bright light becomes dim light, and all dim light becomes darkness,
Six is a deadly little creature, a survivor at heart and the Lady of the Morre, the ship that floats on the turmoiled seas of the Signal Waste. This little girl can drain powers, and currently has the ability to drain life from others, thanks to the former might of a deceased sorceress Six murdered than drained. While not as sadistic or cruel as the past Lady, her lust for revenge is massive, and as she sails upon her warped realm, this little girl kills everyone who has ever hurt her, perhaps searching for years until she finds them and exacts her life-stealing revenge.
Tiny fiend, Neutral Evil
HP: 221 (21d4+ 168)
AC: 22
Stats: Str: 10; Dex: 20; Con: 26; Int: 25; Wis: 28; Cha: 26
Skills: Perception: + 23; Insight: + 23; Intimidation: + 15
Saving throws: Str: +7 Dex: +12; Con: + 15; Wis: + 16
Prof: +7
Senses: Devil's Sight 150ft Passive Perception 33
Speed: 10ft, fly 60ft
Traits:
Little yellow coat: The Little Yellow Coat is +3 studded leather armour that provides Six with advantage on saving throws against spells, +2 Ac while wearing it, advantage on dex saves, immunity to necrotic and non-magical bludgeoning, piercing, and slashing damage, resistance to cold damage, and immunity to the charmed and frightened conditions.
Innate Spellcasting: Six's innate spellcasting ability is Wisdom (Spell save DC 24, +16 to spell attack rolls)
At will: Enlarge/Reduce(Increases size by 3 categories)
3/day Hold person(9th level version), dawn,
1/day Hold monster(9th level version), plane shift, gate(while in lair).
Actions:
Multiattack: Six makes 4 drain life attacks
Drain life: Six chooses 1 creature within 60 feet of her. That creature must succeed on a DC 24 Con save or take 1d10+9 necrotic damage and six regains hit points equal to the necrotic damage dealt.
Draining stride(recharge 6) Six moves 60ft, each creature she moves within 15ft of must succeed on a DC 24 Con save or take 4d10 necrotic damage, at the end of her move, six regains 2d10 HP for each creature that took necrotic damage
Drain powers(1/day): Six makes a Melee spell attack (+16 to hit) against one creature within 5ft of her. She gains all of that creatures' class features for 1 minute.
Legendary actions: Six can take 3 legendary actions, choosing from the options below.
Antimagic removal: Six disables all antimagic fields within 30 feet of her for 1 minute.
Drain life: Six uses drain life.
Innate spellcasting(2 actions): Six uses innate spellcasting.
Draining stride(3 actions): Six recharges and uses draining stride.
Vampiric Drain(requires 3 actions): Six casts vampiric touch as a 9th level spell with a range of 30 feet.
Six is a Darklady, and her realm is as ship that floats through the mists at the edge of the signal wastes
Lair actions: On initiative count 20, while within her ship, six can take 1 of the following lair actions:
Six casts vampiric touch at 9th level on any creature in her lair.
Six casts dimension door.
Six removes any antimagic fields in her realm.
Six casts inflict wounds on each creature in her lair.
Regional effects: Six's ship and everything within 1 mile of it, is under the following effects:
the fog cloud spell, which six can see through.
All bright light becomes dim light, and all dim light becomes darkness,