Converted but never saw combat – until the Divinity disintegrated in a ball of nuclear fire. I used giant lizard stats from the MM for their compsognathus familiars.
ARCANTIX SISTERS (3)
Medium humanoid (fey), lawful evil
Armour Class 16 (mage armour)
Hit Points 236 (13d6+77 plus 8 from false life)
Speed 30 ft.
STR 10 (+0) DEX 18 (+4) CON 16 (+3)
INT 17 (+3) WIS 9 (-1) CHA 10 (+0)
Saving Throws Int +6, Dex +6
Skills Arcana +13, Medicine +14, History +4
Senses darkvision 120ft., passive Perception 16
Languages Aklo, Gothic, Elven, Lashunta; telepathy (30 ft.)
Challenge 12 (8,400 XP)
Confusing Defence. For each creature suffering from the effect of arcantrix cackle ability she gains +1 AC.
Fey Ancestry. The arcantix sister has advantage on saving throws against being charmed, and magic can’t put the lashunta to sleep.
Multiattack. The arcantix sister makes two spear attacks or one enervation attack and uses one of her witch spells (dominatrix or silver tongue). She may also cackle.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. On a hit the arcantix sister may deliver a harm spell effect once per day – 50 (14d6) necrotic damage and the targets hit point maximum is reduced by that amount for 1 hour.
Enervation. Ranged Spell Attack: +15 to hit, range 120 ft., one target.
Hit: She shoots a line of black energy at the target. If the target is it must succeed on a DC 17 Wisdom saving throw against this magic or drop to 0 hit points.
Cackle. The arcantrix sister cackles disturbingly. Each creature that starts its turn within 30 feet of a sister and can hear the cackle must succeed on a DC 17 Wisdom saving throw. On a failure, the creature has disadvantage on Wisdom saving throws for 1 minute.
Dominatrix (1/day). A target creature must make a DC 17 Wisdom saving throw or carry out the commands of the arcantrix as the dominate person spell.
Silver Tongue (1/day). Up to 12 target creatures must make a DC 17 Wisdom saving throw or carry out the commands of the suggestion as the mass suggestions spell.
Before Combat The sisters cast mage armor on themselves each day, and cast status on the guards assigned to the monorail station.
During Combat When combat begins, the witches cast mass suggestion to try to convince the PCs to lay down their arms and submit to capture. If this fails, they rain down misfortune, evil eye, and agony hexes while their maraxes engage PCs directly. If any PCs survive long enough, the witches target them with dominate person and enervation. They prefer to use spells like harm in melee combat instead of their spears. In the end, the witches hope to capture living targets—those they do are eventually brought to Prosser in area B4.
Morale The sisters vastly overestimate their abilities, and won’t consider retreating unless only one is left. A lone surviving sister flees immediately to Prosser’s laboratory to protect him in later battles, fighting to the death to protect him.
Combat Gear scroll of baleful polymorph, scrolls of cure serious wounds (2), scrolls of lightning bolt (2), wand of suggestion (12 charges); Other Gear mwk shortspear, belt of physical might +2 (Dex, Con), headband of vast intelligence +2, ring of protection +2
Loyal devotees of UNITY they will seek out any intruders on the habitat module and turn them over to Posser.
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