Renshii Meidi (Children of the King)

In the final campaign showdown for The Divine Heir and the Jade Regent the PCs will be fighting against Renshii Meidi amoung other bad guys. She is the false-emperor’s oracle and an cursed oracle of the void.  I was inspired by this piece of art for Elden Ring by Leo Amaral and built Renshii around it.  I love the imagery of the swan-headed hydra and a cursed spell caster.  Will still need some tweaking but the battle is still a few months away.


RENSHII MEIDI (Phase I)

ORACLE of the EMPEROR

Cursed Oracle of the Void

Medium humanoid (human), neutral evil

Armor Class 17 (shield of souls, oracles luck)

Hit Points 332 (35d12 + 105)

Speed 30 ft., fly 30 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

18 (+4)

16 (+3)

17 (+3)

21 (+5)

22 (+6)

Saving Throws CON +9, WIS +11, CHA +12

Skills Deception +12, Insight +11, Perception +11, Religion +9, Stealth+10

Condition Immunities charmed, frightened, poisoned

Senses darkvision 120 ft., passive Perception 21

Languages Common, Draconic, Spirit Tongue

Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If the tempest fails a saving throw, it can choose to succeed instead.

Divine the Future. All Oracles (Light and Dark) have a natural ability to divine the future; this ability is in fact not magical, but part of their very nature. Any mortal being may ask the Oracle one question. If the Oracle wills it, she immediately knows the answer to this question – the knowledge simply appears in the Oracle’s mind – and must tell the questioner the answer. The answer may be cryptic, but it is always truthful. A particular Oracle cannot use this ability more than once for any given mortal, even if he wishes to do so. Note that Oracles have some control over when this power is used. They need not use it on the first question posed to them (“Areyou really the Oracle!”), though they may do so if they wish. Dark Oracles often answer the first question posed to them before even revealing their Oracle status. Light Oracles usually give the questioner a chance to confirm his question before answering.

Oracles Curse – Haunted. Renshii is blind and has disadvantage on melee attacks and Wisdom (Perception) checks that rely on sight but advantage on spell attacks.

Yokai’s Fickle Favor. As a bonus action, Renshii can bestow the malevolent spirits that haunt her blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.

Phased Opponent. When Renshi is reduced to 0 hit points she ages dramatically and four swan heads emerge from her now desiccated body. Use the “Children of the King” stat block. If the area she occupies is too small for her new form she explodes out of the building unless she is underground.

Actions

Multiattack. Renshii makes two katana or three spirit butterfly kunai attacks. She may also summon a void terror.

Ancestral Ghost Touch Katana. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC 19 Wisdom saving throw or become frightened of Renshii for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spirit Butterfly Kunai. Magic Weapon Attack: +9 to hit, range 15/30 ft., one target. Hit: 3 (1d6) piercing damage. If the target is hit three times by the kunai on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Doomsayer Blast (1/Day). The oracle utters a word of doom; all creatures in a 25-foot sphere must make a DC 19 Wisdom saving throw or take 22 (3d10+6) psychic damage, and the target is stunned until the end of the oracle’s next turn. Spirit creatures take half damage and are dazed instead of stunned. This ability rechargers if all targets make their saving throw.

Summon Void Terror (1/Day). The oracle magically summons a greater void terror. The summoned creature appears in an unoccupied space within 60 feet of her, acts as an ally of its summoner, and acts immediately after the summoner in initiative order. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Horrid Fusion (1/Day). Renshii teleports one creature of her choice within 30 feet to an unoccupied space on a solid surface elsewhere within 30 feet of her or the target. When the target arrives at its destination, it must succeed on a DC 19 Dexterity saving throw or one of its legs (or a similar limb) becomes fused with the solid surface, causing the target to take 27 (5d10) force damage. While it is fused with the surface, the target’s speed becomes 0.  This ability rechargers if the target make their saving throw.

Reactions

Fighting Fan.  Renshii adds 5 to her AC against one attack that would hit her. To do so, she must be aware of the attack. The magical fan also blocks target spell attacks.

Corpse Bomb (1/Day). When a creature of Medium or Small size dies within 10 feet of Renshii, she imbues the corpse with unstable magic. The corpse stands up and becomes a zombie that radiates intense heat. Roll initiative for the zombie, which has its own turns. On its first turn, if it has any hit points remaining, it moves up to its speed in a direction she chooses and then explodes, destroying itself and dealing 2d10 fire damage and 3d6 necrotic damage to everything in a 30-foot radius. A creature in the area can make a DC 19 Dexterity saving throw and takes half as much damage on a successful save. If the zombie drops to 0 hit points before it can take its turn, it explodes as described above at the point where it becomes incapacitated. Renshii may always use this ability as a reaction even if she has already used her reaction. If she does, she losses one legendary action or legendary resistance.

Legendary Actions

Renshii can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Renshii regains spent legendary actions at the start of her turn.

  • Katana. Renshii makes one attack with her katana.
  • Compel the Void. An allied creature with the void subtype within 30 feet of Renshii uses its reaction to make one attack against a target of her choice that she can see. The void creature can move to make this attack.
  • Caller in the Void. Renshii uses one of the following abilities if available – doomsayer blast, corpse bomb, summon void terror and horrid fusion.

RENSHII MEIDI (Phase 2)

CHILDREN OF THE KING

Gargantuan monstrosity, neutral evil

Armor Class 19

Hit Points 264 (16d20 + 96)

Speed 0 ft., fly 120 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

23 (+6) 28 (+9) 23 (+6) 17 (+3) 21 (+5) 22 (+6)

Saving Throws CON +9, WIS +11, CHA +12

Skills Deception +12, Insight +11, Perception +11, Religion +9, Stealth+10

Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities Cold, Lightning, Poison, Thunder

Condition Immunities ExhaustionGrappledParalyzedPetrifiedPoisonedProneRestrainedStunned

Senses Darkvision 120 ft., Passive Perception 21

Languages Common, Draconic, Spirit Tongue

Challenge 23 (50,000 XP)

Flyby. Renshii doesn’t provoke opportunity attacks when she flies out of an enemy’s reach.

Legendary Resistance (3/Day). If Renshii fails a saving throw, she can choose to succeed instead.

Living Storm. Renshii is always at the center of a storm 1 mile in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing. In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.

Siege Monster. Renshii deals double damage to objects and structures.

Multiple Heads. Renshii  has four heads. While she has more than one head, she has advantage on saving throws against being blindedcharmeddeafenedfrightenedstunned, and knocked unconscious. Whenever Renshii takes 25 or more damage in a single turn, one of her heads dies. If all her heads die, she dies. At the end of her turn, she grows two heads for each of her heads that died since her last turn, unless she has taken fire damage since her last turn. She regains 10 hit points for each head regrown in this way.

Reactive Heads. For each head Renshii has beyond one, she gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While Renshii sleeps, at least one of her heads is awake.

Actions

Multiattack. Renshii makes as many freezing bite attacks as she has heads.

Freezing Bite. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 23 (4d6 + 9) cold damage.

Cold Storm (Recharge 6). All other creatures within 120 feet of Renshii must each make a DC 20 Dexterity saving throw, taking 27 (6d8) cold damage on a failed save, or half as much damage on a successful one. If a target’s saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.

Legendary Actions

Renshii can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.

    • Move. Renshii moves up to her speed.
    • Lightning Strike (Costs 2 Actions). Renshii can cause a bolt of lightning to strike a point on the ground anywhere under her storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
    • Screaming Gale (Costs 3 Actions). Renshii releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) cold and thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.