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GYRNE RASIK, TECHNIC LEAGUE CAPTAIN

Surprised, died in the first round!  Made me LOL.  Her familiar, Skullpiercer, is below.

GYRNE RASIKUntitled
Medium humanoid (human), lawful evil

Armour Class 16 (mage armour)
Hit Points 236 (13d6+77 plus 8 from false life)
Speed 30 ft.

STR  8 (-2)         DEX 18 (+4)       CON 16 (+3)
INT 17 (+3)         WIS 12 (+1)        CHA 10 (+0)

Saving Throws Int +6, Dex +6
Skills Cybertheurgy +13, Arcana +13, Medicine +14, History +4
Senses passive Perception 11
Languages Gothic, Common, Hallit, Infernal
Challenge 12 (8,400 XP)

Confusing Defence. For each creature suffering from the effect of Gryne’s cackle ability Gryne gains +1 AC.

ACTIONS          
Multiattack. Gryne gains three actions. She may choose from her available options but can only use an ability once per turn. She may always substitute a Timeworn Laser Torch attack as one of her actions.

Timeworn Laser Torch. Melee Weapon Attack: +9 to hit, range 5 ft.; one target.
Hit: 9 (1d10 + 4) fire damage. The laser torch ignores force affects as if they do not exist, it also ignores any objects damage resistance unless it is fire specific and it ignores up to 20 points of damage threshold.

Blinding Hex. A targeted creature must make a DC 17 Constitution save or suffer 14 (4d6+1) psychic damage, become blinded and gain vulnerability to psychic damage. On a successful save the target only suffers half damage.

Stinging Hex. A targeted creature must make a DC 17 Charisma save or suffer 14 (4d6+1) psychic damage if they move. The target also has disadvantage on Charisma and Wisdom saving throws for the duration of the affect. On a successful save the target only suffers half damage.

Cackle. Gryne cackles disturbingly while she can see any creature and isn’t incapacitated. Each creature that starts its turn within 30 feet of Gryne and can hear the cackle must succeed on a DC 17 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

Evil Eye. Gryne magically forces a creature she can see within 60 feet of it to make a DC 17 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.

REACTIONS  
Dimension Door. If reduced to 40 hit points Gryne teleports to The Doctor (see tactics)

TACTICS  
Before Combat Gryne casts false life and mage armor before combat.

During Combat Gryne lets her kyton companions engage the PCs in melee while she hangs back to utilize her spells on foes at range. She’s particularly fond of using feeblemind on arcane spellcasters, charm person and suggestion to trick people into accepting offers of surgery, and hold person on those who resist such offers.

Morale If reduced to 40 hit points or fewer, Gryne casts dimension door to retreat to area H6 to have the robot there inject a dose of grade III hemochemTG into her body while she drinks her healing potions, after which she moves through the secret passage to area H7 to report to her master Krimox (and perhaps beg for more healing) and to fight at his side if the PCs challenge him—in this case, she fights to the death.

GEAR
Combat Gear potions of cure light wounds (4), potion of invisibility; Other Gear timeworn laser torch, amulet of natural armor +1, belt of incredible dexterity +4, ring of protection +1, veemod goggles with white veemods

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Posted in Dungeons & Dragons