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Medium Humanoid (Wizard), Lawful Evil
Armor Class 14 (magic robe; 17 with mage armor)
Hit Points 161 (19d8 + 76) 
Speed 30 ft., fly 30 ft. She isn't actually flying only using trip wire.
Roll Initiative! +2
STR
12 (+1)
DEX
14 (+2)
CON
18 (+4)
INT
20 (+5)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws INT +10, WIS +7, CHA +9
Skills Arcana +10History +10Insight +7Performance +9 
Damage Resistances Necrotic
Condition Immunities Charmed
Senses Passive Perception 12
Languages Abyssal, Celestial, Common, Infernal
Challenge 15 (13,000 XP)
Proficiency Bonus +5
SPECIAL EQUIPMENT

Special Equipment. Sasha wears a magic gown that grants her a +2 bonus to AC and a +1 bonus to saving throws (included above).

 

SPELLCASTING

Spellcasting. Sasha casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):

Cantrips (at will): mage handtoll the dead, [spell]chill touch/spell]

1st level (4 slots): cure woundscause fearshieldsilent image

2nd level (3 slots): phantasmal forceray of enfeeblementinvisibilitymirror image

3rd level (3 slots): fearcounterspellmajor imagesummon shadowspawn

4th level (3 slots): summon aberrationphantasmal killer

5th level (2 slots): cloudkillscrying

Actions
MULTIATTACK

Multiattack. Sasha makes three Necrotic Strike attacks or two claw attacks

NECROTIC STRIKE

Necrotic Strike. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 120 ft., one target. Hit: 32 (5d10 + 5) necrotic damage.

CLAW

Claw Melee Weapon Attack: +1 to hit, reach 5ft, one target, Hit (2d6 + 4) slashing damage.

SING (5/DAY)

Sing (5/day) Sasha releases a debilitating beautiful song. All who can hear it within 120ft must succeed a constitution saving throw of DC20 or be charmed. At the end of each of its turn, the target can make another con save. On a Success, the condition ends and they become immune to the her song for the next 24 hours.

As a bonus action the siren can move the charmed targets 10ft closer to them. 

 

Legendary Actions

 

HORRIFYING VISAGE

Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 18 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours.

WAIL

Wail. Sasha releases a mournful wail. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 18 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage

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Skeletons are commonly raised as mindless servants or soldiers by potent necromancers. They may also be the result of a curse that prevents a soul from truly passing on to the afterlife; perhaps thieving cursed valuables, or wronging a powerful being. Skeletons are often the remains of a mortal from decades or even centuries past, and their remains will reflect that. They might be nothing but dry bones cobbled back together with necrotic energy, or perhaps they still have vestiges of rotting or desiccated flesh dangling from their forms. The death of the master that raised them, a reconciliation or cleansing of the curse, can end up awakening a skeleton from its mindless service instead of returning it to death. 

Skeletons often experience the most confusion and disconnection with their previous life - they retain only fragments of memory that flow through their hollow skulls. The length of their death is reflected in their state of decomposition, which means that there is a great deal of time and distance from their mortal life. Skeletons are the least likely to try and re-engage in their old life, and are far more likely to strike out on adventure when they are freed from servitude.

Ability Score Increase

Your Constitution score increases by 2. Choose either your Dexterity or Charisma score to increase by 2.

Skeletal Structure

Your lack of significant flesh is both a boon and a curse. Piercing weapons are less effective against you, but you have no fleshy padding to protect your dry bones from bludgeoning damage. You gain resistance to piercing damage, but are vulnerable to bludgeoning damage.

False Appearance

As a bonus action, you can reduce yourself to a pile of bones. While in this state, you are rendered prone, and you appear dead to all outward inspection and to spells used to determine your status. While in this state, you are blinded and incapacitated, and your speed drops to 0. You gain resistance to all damage except psychic damage, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is an action to reassemble yourself.

Bone Pick

Your bony, skeletal hands can be used as simple tools. You gain proficiency with them, and can use them as Thieves Tools and Tinker's Tools. 

Real Backbone

Starting at 5th level, the necrotic energies that stitch you together in place of muscles keep you from from falling easily in battle. When you are reduced to 0 hit points and not killed outright, you can drop to 1 hit point instead. When this happens, you collapse into a pile of bones and are subject to all of the conditions of your False Appearance feature. You can use this feature a number of times equal to your Constitution modifier. This ability recharges after a long rest.

Ghastly Ambusher

Starting at 8th level, as a bonus action you can reassemble yourself and rise from a pile of bones surprising your enemies. If this is the first round of combat, any creature within 10 feet of you is considered automatically surprised. If this happens during combat, any creature within 10 feet of you that can see you must make a Wisdom saving throw equal to 8 + your proficiency bonus + your Charisma modifier.  On a failure, they are stunned until the end of your next turn. On a success, they are not stunned but are momentarily distracted and grant advantage to the next melee attack against them from your allies before the start of your next turn.

If a target is within 5 feet and not facing the you, they are unaware of your presence. This grants you advantage against them until the end of your next turn. If you hit this target unawares, treat it as a critical hit. 

You can use this feature a number of times equal to your Charisma modifier, and regain all uses after a long rest.

Evasion

Starting at 11th level, When you are subjected to an effect, such as a wizard's fireball or a dragonborn's breath weapon, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.

Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast darknessdarkvisionpass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Opportunist

At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

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You are tracking down an specific individual referred to as the "Shadow Figure" By finding this person on behalf of the Mercenary Guild they will help you with people or things you are tracking. Everything starts with some annoyances and an altercation in the Dyonis Park

Your goal is to find any type of information on this individual at the very least. The guild will be staying in touch through a guild token while they work on your tasks.


Session Journal

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You place an Illusion on a creature or an object you touch so that Divination Spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following Effects. The Effect lasts for the Duration. If you cast this spell on the same creature or object every day for 30 days, placing the same Effect on it each time, the Illusion lasts until it is dispelled. False Aura: You change the way the target appears to Spells and magical Effects, such as Detect Magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this Effect on an object, you can make the false magic apparent to any creature that handles the item. Mask: You change the way the target appears to Spells and magical Effects that detect Creature Types, such as a paladin's Divine Sense or the trigger of a Symbol spell. You choose a Creature Type and other Spells and magical Effects treat the target as if it were a creature of that type or of that Alignment.

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A large scale battle between magic users. There were those who from The Sylvan Glade who infiltrated Jortha in the hopes of taking down the problem at the source. The battle lasted for a week against the Marktinla Army. However, Marktinla was proven victorious at standing their ground.

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