Six years have passed since Nesme began yet another round of rebuilding after falling to Warlord Hartusk and the machinations of Matron Mother Quenthel of Menzoberranzan. While the city's folk face many dangers outside their walls, one of the most malignant is inside the city's walls, hunting those charged with keeping watch on Neme's high walls.
The Lady of the Wall is responsible for the disappearance of over thirty-five of Nesme's Sentinels, always striking around the full moon, some months not appearing at all and other months striking multiple times on the same night. According to Corinth the Pale, a necromancer of some repute hailing from Melvaunt, the Lady of the Wall was in fact a final trap laid upon Nesme by House Baenre. Apparently, a necromancer in service to the drow cursed the soul of a Sentinel named Selena Myrran to hunt and murder her compatriots forevermore.
Armor Class 11
Hit Points 55 (10d8+10)
Hit Points 55 (10d8+10)
Speed 0 ft., fly 40 ft.
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Str Dex Con Int Wis Cha
14 (+2) 13 (+1) 12 (+1) 11 (+0) 13 (+1) 15 (+2)
14 (+2) 13 (+1) 12 (+1) 11 (+0) 13 (+1) 15 (+2)
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Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from non magical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified , poisoned, prone, restrained Senses Senses darkvision 60ft., passive Perception 11
Languages Common
Challenge 4 (1100 XP)
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Ethereal Sight. The Lady of the Wall can see 60 feet into the Ethereal
Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The Lady of the Wall can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Incorporeal Movement. The Lady of the Wall can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
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ACTIONS
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Death Rattle (Recharge 6). Ranged Attack: Each creature in a 15-foot cone must make a DC 12 Constitution saving throw. A creature takes 3d10 necrotic damage on a failed save, or half as much on a successful one.
Spectral Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Spectral Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 2) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Enthralling Appearance. One non-undead creature within 60 feet
of the ghost that can see it must succeed on a DC 12 Wisdom
saving throw or be charmed for 1 minute . If the save fails by
5 or more, the target has disadvantage on saving throws until the end of their next turn. The charmed target can repeat the saving throw at the end of each of its
turns, ending the charmed condition on itself on a success.
If the target's saving throw is successful or the effect ends for it,
the target is immune to the Lady of the Wall's Enthralling Appearance for the
next 24 hours.
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