Clossia

by RomanAlexandrov

Search GM Binder Visit User Profile




Clossia

Large, Chaotic Evil Humanoid (Half Shadow-Dragon)


  • Armor Class 19
  • Hit Points 174 (15d10+45)
  • Speed 40, 50 Fly

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 16 (+3) 18 (+4) 14 (+2) 12 (+1)

  • Saving Throws Strength +10, Constitution +7, Intelligence +8
  • Skills Athletics +10, Arcana +12, Perception +6, Stealth +6
  • Damage Vulnerabilities
  • Damage Resistances Bludgeoning, Piercing, Slashing from non magical weapons, Psychic
  • Damage Immunities Necrotic
  • Condition Immunities Charmed, Frightened, Poisoned, Paralyzed
  • Senses 120ft Darkvision, 10ft Truesight
  • Languages Common, Draconic, Undercommon
  • Challenge 13 10,000

Actions

Multiattack. Clossia makes 2 Corrupted Blade Attacks

Corrupted Blade Melee Attack: +12 to hit, 10ft Reach, one target. Hit 18 (2d8+8) Slashing damage, 6 (1d10) Psychic Damage

Smoke Breath (recharge 5-6) Clossia exhales smoke in a 30ft cone. Each creature within the cone must make a DC 16 Constitution saving throw taking 27 (7d6) necrotic damage on a failed save or half as much on a successful one. Creatures that fail the save by 5 or more begin choking and are incapacitated for one round.

Corrupting Smite When Clossia hits with a melee weapon attack she can expend a 1st level spell slot to deal an addtional 9 (2d8) psychic damage. For every level above 1st level she deals an additional 4 (1d8) psychic damage up to 22 (5d8) psychic damage.

Spell Casting Clossia is an 11th level intelligence spell caster Save DC 17 with the following known spells:
1st Level 4 Slots: Armor of Agathys, Bane, Dissonant Whispers, Exacerbate
2nd Level 3 Slots: Azraphel's Entangling Flames (Necrotic), Mind Spike, Stand and Deliver, Weaponize Life
3rd Level 3 Slots: Choking Smoke, Conterspell
4th Level 3 Slots: Blight, Dimension Door, Polymorph
5th Level 2 Slots: Steel Wind Strike, Synaptic Static, Vexing Bond
6th Level 1 Slot: Harm

Corrupting Aura: A creature dropped to 0 hit points by psychic damage within 30ft of Clossia must pass a DC 16 Wisdom saving throw or be cursed and rendered unconscious for 24 hours on a failure. On a success, creatures are still cursed but only unconscious for 1 minute. Creatures cursed this way become Nothics within 48 hours of being cursed. Once their transformation is complete only a wish spell can undo the curse.

Clossia is a former hobgoblin paladin that was corrupted by a shadow dragon and reincarnated into a half dragon of abnormally large size. She is intended to be fought with multiple nothics as her minions. The nothics are composed of her former companion paladins and those who have been sent to hunt her down over time.

Upon being defeated Clossia is meant to drop her corrupted blade (bastard sword +2), an amulet that increases a spell caster's save DC by 1 and her armor (reinforced mail +1). The amulet and blade both require attunement.

Exacerbate

1st Level Necromancy


  • Casting Time: 1 Reaction
  • Range: 30ft
  • Components: V, S
  • Duration: Up to 1 minute (requires concentration)
  • Available to: Cleric, Druid, Warlock, Wizard

When a creature within range takes piercing or slashing damage, you curse the wound causing it to bleed profusely. You force a creature within range to make a Constitution saving throw against your spell save DC. On a failure, it begins taking 2d4 necrotic damage at the beginning of its turns.

When you cast this spell with a slot higher than 1st level, you increase the damage by 1d4 for each spell level above 1st

Stand and Deliver

2nd Level Transmutation


  • Casting Time: 1 Reaction
  • Range: Self
  • Components: S
  • Duration: Instantaneous
  • Available to: Artificer, Bard, Paladin, Ranger, Sorcerer, Warlock, and Wizard

As a reaction when a creature starts its turn, you move up to your speed and make a single weapon attack against a creature. On a hit you deal an additional 2d8 weapon damage.

When you cast this spell with a slot higher than 2nd you may make one additional attack (dealing the additional weapon damage) for every 2 spell levels above 2nd.

Azraphel's Entangling Flames

2nd Level Evocation


  • Casting Time: 1 Action
  • Range: 60ft
  • Components: S, M (Raven's feather bound in string)
  • Duration: Up to 1 minute (requires concentration)
  • Available to: Artificer, Cleric, Druid, Paladin, Ranger, Warlock, and Wizard

Strings of flame lash out from your fingers towards a creature of your choice within range. The target makes a strength saving throw against your spell save DC taking 2d6 fire damage and is restrained on a failure or half as much on a success.

Creature's restrained by this spell take 1d6 fire damage at the beginning of their turn. A creature may use it's action to attempt an escape but takes an additional 1d6 fire damage in the process. A different creature may attempt to free the restrained one without causing additional damage. As a bonus action on your turn you may make a contested strength check to pull a restrained creature (no more than one size larger than you) 10ft closer to you.

When cast with a spell slot higher than 2nd you deal an additional 1d6 damage for every spell level above 2nd.

Weaponize Life

2nd Level Necromancy


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: S
  • Duration: Up to 1 minute (requires concentration)
  • Available to: Cleric, Druid, Sorcerer, Warlock, and Wizard

Darts made of your own life energy seep from your body and strike creatures of your choice within range. Each dart deals 5 points of necrotic damage to its target. All darts strike simultaneously, and you can direct them at one or multiple creatures. By sacrificing 5 hit points, you gain 4 darts. If you are reduced to 0 hit points by this spell, your body disintegrates and you can only be revived by a wish spell.

When you cast with a spell slot higher than 2nd, you gain an additional 2 darts and sacrifice an additional 5 hit points for each spell level above 2nd.

Choking SMoke

3rd Level Evocation


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: S, M (Bone ash)
  • Duration: Up to 1 Minute
  • Available to: Artificer, Sorcerer, Warlock, Wizards

You conjure a ball of choking smoke that begins swirling around your body forming into a single orb. You may immediately launch the orb or being building it on subsequent turns. On your turn, you may use your action to build the orb causing it to grow in size and density. As a bonus action, you may launch the orb.

When you launch the orb, pick a point within range. Every creature within 10ft of the point must make a Constituion saving throw against your spell save DC taking 3d6 necrotic damage +2d6 necrotic damage for every time the orb was built or half as much on a success.

When you cast with a spell slot higher than 3rd, you gain one additional orb for every 2 levels above 3rd. You build and launch all the orbs with the same actions and bonus actions. A creature can only be damaged by a single orb per casting of this spell.

Vexing Bond

5th Level Enchantment


  • Casting Time: 1 Action
  • Range: 30ft
  • Components: V, S
  • Duration: 1 Minute
  • Available to: Bard, Cleric, Druid, Warlock

You create an empathetic connection between two creatures. You force two creatures within range to make Charisma saving throws against your spell save DC. If either creature succeeds, the spell does not take effect and the spell slot is expended. On a failure whenever one creature is damaged, the other takes an equal amount. Additionally if one creature is afflicted with a condition both suffer the effects. The spell ends early if either creature is reduced to 0 hit points, a remove curse spell is cast on either creature, or the creatures are separated by more than 60ft.

Credits

I take no credit for any of the spells and they belong to their respective creators found through pinterest.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.