In the process of converting Scales of War. I’ll be starting my campaign from Garaitha’s Anvil – the 12th adventure in the series – skipping most of the build-up adventures as I have characters who are coming of Tomb of Annihilation and are level 14. This is the “end boss” for this adventure along with a bunch of minions and a ship battle thrown in for good measure.
Ω Edit: Decision by my group to do a gothic horror campaign so will not be using these creatures… yet (Im sure I’ll find a use for these guys). Other conversions will be incoming pending the kickoff of my Bloodborne/Steam Punk inspired campaign later this year.
ADMIRAL KADA’NE, GITHYANKY GISH OVERLORD
Medium humanoid, lawful evil
Armour Class 19 (ruby encrusted noble plate)
Hit Points 289 (34d8 + 136)
Speed 30 ft.
|19 (+4)||17 (+3)||18 (+4)||16 (+3)||16 (+3)||18 (+4)|
Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, levitate (self only), misty step, nondetection (self only)
1/day each: Bigby’s hand, mass suggestion, plane shift, telekinesis
Scatterlight Syandana. While wearing this syandana all energy attacks that target Kada’ne have disadvantage on the attack rolls. In addition, he has advantage related saving throws (for example, vs a fireball)
Summoning Vajra. Kada’ne summons Vajras – a collection of 10 spinning 1-foot long adamantine projectiles – the summoned Vajras fight independently but act as a 20-foot sphere aura centered on Kada’ne. Vajras have attack patterns that emit a light of beam, but you can destroy it by attacking them. The summoned vajras will be collected by Kada’ne if time passes after the vajras have been summoned. The number that Kada’ne collects will change the effect of the Soulstorm Strike (see Soulstorm Strike). The characters must spend an attack action to destroy a single vajra. For every vajra that is still active at the start of Kada’ne’s turn causes all enemy creatures within the aura to make a Dexterity saving throw (DC is the number of vajras that are left) or take force damage equal to the number of vajra’s left times d8 or half damage on the successful save. For example, if all 20 varjas are active if the creature that Kada’ne designates within 20 feet radius of him must make a DC 20 Dexterity saving throw or take 35 (10d6) force damage.
Blade Fury. Kada’ne makes four silver greatsword attacks and can move up to 10 feet after each attack without provoking opportunity attacks. Kada’ne can then teleport up to 15 feet and gains a bonus to his next attack roll equal to the number of creatures he hit with blade fury.
Silver Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. If the target takes psychic damage from this attack it must make a DC 18 Intelligence saving throw or be banished as the mazespell except the DC to escape is also 18 (not 20) Intelligence saving throw. On a critical hit against a target in an astral body (as with the astral projectionspell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Boltor.Creatures in a 60-foot cone must make a DC 17 Dexterity saving throw or take 5 (1d10) piercing damage. Creatures that fail the saving throw by 5 or more are knocked prone and immobilized.
Soulstorm Strike (Only available if at least one Varjas is active). Kada’ne blasts enemy of the Emperor with astral radiance. Each creature in a 15-foot cone must make a DC 17 Dexterity saving throw. A creature takes 3 (1d6) lightning and 3 (1d6) radiant damage on a failed save, or half as much damage on a successful one. The target also takes 5 ongoing lightning and 5 ongoing radiant damage for 1 minute. The creature can repeat the saving throw at the end of its turn to end this secondary effect. Increase the damage of this attack by 1 for each active varjas (for example if all 10 are active this attack does 35 (10d6) lightning and 35 (10d6) radiant damage
Astral Whirlwind (Recharge 5-6).As a bonus action Kada’ne summons a 5-foot-diameter vortex of astral energy in in an unoccupied space within 50 feet that lasts for 1 minute. Any creature that ends its turn within 5 feet of the vortex must make a DC 18 Constitution saving throw. The creature is stunned until the end of its next turn on a failed save. It can ignore the vortex for its turn on a successful one. As a bonus action, Kada’ne can move the sphere up to 30 feet instead of summoning a new vortex. If the vortex moves into a creature, that creature must make the saving throw against the vortex’s damage, and the vortex stops moving this turn.
Parry. Kada’ne adds 5 to his AC against one melee attack that would hit him. To do so, Kada’ne must see the attacker and be wielding a melee weapon.
Kada’ne 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. Kada’ne regains spent legendary actions at the start of his turn.
Gish. Kada’ne uses Soulstorm Strike.
Command Ally. Kada’ne targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.
Teleport. Kada’ne magically teleports, along with any equipment he is wearing and carrying, to an unoccupied space he can see within 30 feet of him. He also becomes insubstantial until the start of his next turn. While insubstantial, he can move through other creatures and objects as if they were difficult terrain. If he ends his turn inside an object, he takes 16 (3d10) force damage and is moved to the nearest unoccupied space.
Ruby encrusted noble plate(12,000gp), silver greatsword (5,000gp), boltor (50,000gp)