Splendid Blade

Medium ravager (prince), chaotic evil

Armor Class 22 (Cankerous bone plate)
Hit Points 255 (34d8 + 102); Wound Threshold 64
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 16 (+3) 15 (+2) 13 (+1) 25 (+7)

Saving Throws Wis +7, Cha +13
Skills Athletics +11, Insight* +13, Perception +7, Persuasion +13, Stealth +5
Damage Vulnerabilities radiant
Damage Resistances fire
Damage Immunities acid, necrotic, poison
Condition Immunities blinded*, charmed, frightened, numbed*, poisoned
Senses passive Perception 17
Languages Common, Cyrillan, Draconic, Elvish, Phantasm, Undercommon
Challenge 18 (20,000 XP)

SPECIAL TRAITS

  • Corrosive Fluids. After dealing a Wound or a critical hit to Anaïdeia, the melee weapon or ammunition used is covered in corrosive fluids. Any non-magical weapon or armor under this effect, and which is not protected by an appropriate forging technique (such as dwarven forging), becomes fragile (see Adventurers, Equipment, Armory: Damaged Weapons and Armor).
  • Fast as Lightning (I). Anaïdeia adds 5 to her initiative rolls and can use two reactions per turn, as long as they are used to activate different effects.
  • Mighty Leap. Anaïdeia’s long jump is 40 ft. and her high jump is 20 ft, as long as she has a running start. Without a running start, her long jump is 20 ft and her high jump is 10 ft.

* With the Duskblade

Protection Traits

  • Aura of Protection. Whenever Anaïdeia or a friendly creature within 30 feet of her must make a saving throw, the creature gains a capped bonus of +7 to the saving throw. Anaïdeia must be conscious to grant this bonus.
  • Legendary Resistance (3/Day). If Anaïdeia fails a saving throw, she can choose to succeed instead.

Attack Traits

  • Duskblade. Anaïdeia wields the Duskblade (see Duhv’kël, the Duskblade). Bonuses and special actions are included.
  • Improved Cankerous Smite. When she hits a creature with a melee weapon attack, Anaïdeia can expend one spell slot to deal an extra 5 (1d10) necrotic damage to the target plus an extra 5 (1d10) necrotic damage per spell slot level used. The damage increases by 5 (1d10) if the target is a fey, fiend, or ravager.
  • Improved Critical. Anaïdeia scores a critical hit on a roll of 19 or 20.
  • Great Weapon Fighting. When Anaïdeia rolls a 1 or 2 on a damage die for an attack she makes with a melee weapon that she is wielding with two hands, she can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property.

Arcane Traits

(*) Anaïdeia casts these spells before combat.

ACTIONS

  • Multiattack. If possible, Anaïdeia can use her Ferocious Vitality action. Then, she makes two Duskblade attacks, or two Dusk Tide attacks.
  • Blast of Darkness. Within a radius of 60 feet, any creature that is not a ravager must make a DC 17 Constitution saving throw. On a failure, it takes 42 (12d6) necrotic damage and is blinded for 1 minute. On a success, the damage is halved, and the target is not blinded. Feys and celestials have disadvantage on the saving throw against the Blast of Darkness. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Duskblade. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage and 3 (1d6) necrotic damage.
  • Dusk Tide. Ranged Weapon Attack: +14 to hit, one line 90 ft. long and 10 ft. wide, all creatures in the line. Hit: 22 (4d10) necrotic damage.
  • Cleansing Touch (Recharge 5-6). Anaïdeia puts an end to one spell on herself or on one willing creature within 5 feet from her that she touches.
  • Ferocious Vitality (4/Day). Anaïdeia can regain hit points by using health die, as if taking a short rest. Her Hit Dice pool is equal to 34 (d8 + 3).
  • Hero of Legend. For 1 minute at the start of each of her turns, Anaïdeia gains 14 temporary hit points and inspiration. She can give this inspiration to another allied creature that she can see and that can see her (see Adventurers, Character’s History, Personnality: Inspiration). Temporary hit points gained through this trait disappear when it ends.

REACTIONS

  • Evasive Leap. When Anaïdeia is targeted by an area effect, she can use her reaction to make a standing long jump or high jump without a running start. If her jump takes her away from the area of the effect, she is unaffected. This movement triggers opportunity attacks.
  • Fast as Lightning (II). When Anaïdéia fails a Dexterity saving throw, she can re-roll the d20. The result of the second roll replaces that of the first.
  • Parry. Anaïdeia adds 6 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
  • Mighty Blow (Recharges after a Short or Long Rest). If Anaïdéia succeeds on an attack roll, she can decide she made a critical hit.

LEGENDARY ACTIONS

Anaïdeia 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. Anaïdeia regains spent legendary actions at the start of her turn.

  • Duskblade. Anaïdeia makes one Duskblade attack.
  • Movement. Anaïdeia can move up to her speed without provoking opportunity attacks.
  • Spellcasting (Costs 2 Actions). Anaïdeia casts a spell from her spell list.
Section 15: Copyright Notice

The Creatures Rulebook for the Fateforge Role-Playing Game Copyright © 2021 Studio Agate.

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