Mediophanzex is a talented caster who has extensively studied wizardry and artifice. Her casting modifier is Intelligence (+6). Her
Amphibious -can breathe water or air. Legendary Resistance 3/day Grim Harvest At 2nd Level, Mediophanzex gains the ability to reap life energy from creatures you kill with your Spells. Once per turn when Mediophanzex kills one or more creatures with a spell of 1st level or higher, Mediophanzex regains Hit Points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. Undead Thralls When Mediophanzex casts Animate Dead, Mediophanzex can target one additional corpse or pile of bones, creating another Zombie or Skeleton, as appropriate. Whenever Mediophanzex creates an Undead using a Necromancy spell, it has additional benefits: The creature’s hit point maximum is increased by 21. The creature adds +6 to its weapon Damage Rolls. Undead created by Mediophanzex have a green internal glow, and move with sinuous grace.
Multiattack: The Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite: Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage. Claw: Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail: Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence: Each creature of the dragon's choice that is within 120 feet of the Dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Acid Breath (Recharge 5-6): The Dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a success.
Hellish Rebuke 1st-level evocation Casting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range: 60 feet Components: V, S Duration: Instantaneous You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn. Detect: The Dragon makes a Wisdom (Perception) check. Tail Attack: The Dragon makes a tail Attack. Wing Attack (Costs 2 Actions): The Dragon beats its wings. Each creature within 15 ft. of the Dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The Dragon can then fly up to half its flying speed.
The crippling ennui of Mediophanzex's residence is enough to wither away the soul of all within if they aren't adapted or protected from it. Every hour, all intruders must make a DC 14 Charisma save or gain one level of exhaustion. Every round on Initiative 20, roll for one of the effects below.
Mediophanzex maintains a liar in the Dolorous Swamps in the Plane of Shadow. An old Grimhii citadel had been transported there and now rots in the ennui and the swamp filth. The lower levels of the citadel are submerged in muck and flooded with brackish water, with only the upper two floors accessible to non amphibians. On the uppermost floor she holds court with her subjects, mainly to accept tribute. On the next floor down she tinkers and invents, mainly focusing on building weapons that can end empires. Outside of her castle are several outbuildings stolen from crumbling civilizations. Scattered in a pattern knowable to her alone, archways have been constructed that maintain portals to Kobos and Hades. The latter she uses to participate in the soul trade.
Mediophanzex's presence attracts the Sorrowsworn, though they are neutral to her. In addition, the effects of the Plane of Shadow are more pronounced and harder to resist. The normal sense of creeping dread and depression are replaced by the acute paranoia of imminent prey, and a fatalistic existential horror. All saves are made at disadvantage, and every wound risks a gangrenous rot. Anyone sleeping in her realm has horrifying nightmares reliving their worst regrets.
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