The Sisters of Fury
Deep within the darkest recesses of Tartaros, where the most wicked souls are damned for eternity, reside the Sisters of Fury, legendary entities of dread. Their sole purpose is to exact torturous vengeance upon guilty souls, ensuring they suffer endlessly for the transgressions committed in the mortal realm. Appointed by the very gods themselves, these formidable sisters serve the will of Nemesis, the Great Goddess of Justice and Divine Punishment. Their loyalty to her is unwavering, and their methods, cruel and merciless.
Bound by a purpose greater than any individual, the Sisters of Fury work in perfect harmony, creating a tapestry of agony that none can escape. Their presence is a chilling reminder to all who encounter them of the consequences of their actions in life. When a soul is committed to Tartaros, it is these sisters who decide its fate, delivering the divine justice of Nemesis with relentless fervor. Those who find themselves in their grasp will quickly learn that there is no evading the retribution of the Furies.
Tier 6
Tisiphone, the tormenting Fury of Murderers
Medium, Godly/ Celestial/ Fiend
Tier 6, Challenge Point 100, XP: 600
Attributes
AC 20 AP 1 HP 612 Posture 312
- Damage Resistances: Dark, Light
- Passive Insight/ Perception 8
- Senses Dark Vision, True Vision
- Language Celestial Speech, Infernal Speech
Movement
Base/ Fly 60 Climb/ Swim 30 Dash 60 Stats + Skills
STR +12 DEX +12 INT -3 WIS -2 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Actions
Divine Punishment A creature that has murdered an innocent creature during its life is always Scared of you, and all your Attacks against it gain advantage.
Frenetic Rage On the end of each creature turn, you can make 1 Attack against it if possible.
Lights Out! You can immediately make the lights go out. The place then becomes dark, causing all creatures without Dark Vision to become completely Blinded.
Villain Save When you fail on a Save, you can succeed on it instead by punishing yourself, but you then take 20 thrust damage.
Abilities
- Beyond Time: You are unaffected by the effects of chronomancy spells.
- Blood Frenzy Once per round, you can Attack 1 target that is Bleeding as a Free Action.
- Bloodthirst When you start the turn within 30 feet of a Bleeding creature, you can regain 2d12 HP.
- Curse Immunity You are immune against being cursed
- Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 2d12 light damage.
- Soul Searcher You know the exact location of all living things and souls in your current dimension.
Actions (2)
- Shadow Falchion Hit +12, Dmg 2d12 slash + 2d12 dark
- Aquatic: Being Underwater does not impose disadvantage on the Attacks.
- Dark Energy: If you are not exposed to sunlight, you deal extra 2d12 dark damage.
- Shadow Step: Before you Attack, you can teleport to any space not covered by light within 120 feet.
- Favorite Weapon: If deal damage to the HP of a creature, it starts Bleeding (1d12).
Bonus Action
- Quick Hide You can Hide as a Bonus Action.
Alecto, the tormenting Fury of Liars and Thieves
Medium, Godly/ Celestial/ Fiend
Tier 6, Challenge Point 100, XP: 600
Attributes
AC 20 AP 1 HP 610 Posture 312
- Damage Resistances: Dark, Fire, Light
- Passive Insight/ Perception 22
- Senses Dark Vision, True Vision
- Language Celestial Speech, Infernal Speech
Movement
Base/ Fly 60 Climb/ Swim 25 Dash 50 Stats + Skills
STR +10 DEX +12 INT +2 WIS +12 CHA -3
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Actions
- Divine Punishment A creature that has lied or stolen and has not being forgiven is always Scared of you, and all your Attacks against it gain advantage.
- Frenetic Rage On the end of each creature turn, you can make 1 Attack against it if possible.
- Villain Save When you fail on a Save, you can succeed on it instead by punishing yourself, but you then take 20 thrust damage.
Abilities
- Beyond Time: You are unaffected by the effects of chronomancy spells.
- Curse Immunity You are immune against being cursed
- Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 2d12 light damage.
- Fire Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 20) or take 2d12 fire damage and become Ignited (1d12)
- Soul Searcher You know the exact location of all living things and souls in your current dimension.
Actions (2)
- Double Fire Blade Hit +12, Dmg 2d12 slash + 2d12 fire
- Ignite: On a hit, that target becomes Ignited (1d12).
- Move Charge: Before attacking, you can move 60 feet in the direction of the target. Any Attacks of Opportunity triggered are made with disadvantage.
Bonus Action
- Double Fire Blade Hit +12, Dmg 2d12 slash + 2d12 fire
- Follow-up: You can only use this Attack after you Attack with the Double Fire Blade.
- Ignite: On a hit, that target becomes Ignited (1d12).
Megaera, the tormenting Fury of Betrayal and Envy
Medium, Godly/ Celestial/ Fiend
Tier 6, Challenge Point 100, XP: 600
Attributes
AC 20 AP 1 HP 610 Posture 312
- Damage Resistances: Dark, Light
- Passive Insight/ Perception 22
- Senses Dark Vision, True Vision
- Language Celestial Speech, Infernal Speech
Movement
Base/ Fly 60 Climb/ Swim 25 Dash 50 Stats + Skills
STR +10 DEX +12 INT +2 WIS +12 CHA +12
- LU +0: Luck Points: 0; Critical Fail: 1
Villain Actions
- Divine Punishment A creature that has made a great betrayal or is feeling envy is always Scared of you, and all your Attacks against it gain advantage.
- Frenetic Rage On the end of each creature turn, you can make 1 Attack against it if possible.
- Villain Save When you fail on a Save, you can succeed on it instead by punishing yourself, but you then take 20 thrust damage.
Abilities
- Beyond Time: You are unaffected by the effects of chronomancy spells.
- Curse Immunity You are immune against being cursed
- Enchantment Aura: At the start of your turn, any creature of your choice within 30 feet of you must succeed on an Insight Save (DC 20), or become Enchanted by you for 1 turn.
- Evil Slayer Once per round, when you deal damage to a Fiend or Undead creature, that creature takes extra 1d12 light damage.
- Soul Searcher You know the exact location of all living things and souls in your current dimension.
Actions (2)
- Blessed Whip Hit +12, Dmg 3d10 slash + 3d10 light
- Long Reach: The reach of this weapon is 60 feet.
- Special Effect: On a hit, the target becomes Knocked Prone and takes double Posture damage.
- Forced Love: Choose one creature within 30 feet of you. That creature must succeed on an Insight Save (DC 20), or be under your control for 1 turn, as if by the effects of the Control Creature spell.
- Creatures Enchanted by you automatically fail this Save.
- Triumph: Can only be used once per round.
Bonus Action
- Sneak Weapon: Choose 1 target and make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, all your Attacks against that target gain advantage until the end of this turn.
Nemesis, the Great Goddess of Justice and Divine Punishment
Gigantic, Godly/ Celestial/ Fiend
Tier 6, Challenge Point 100, XP: 600
Attributes
AC 20 AP 0 HP 415 Posture 215
- Damage Immunities: Dark, Light
- Passive Insight/ Perception 25
- Senses Blind Senses, True Vision
- Language All Languages
Movement
Base/ Fly 60 Climb/ Swim 60 Dash 120 Stats + Skills
STR +15 DEX +15 INT +15 WIS +15 CHA +15
- LU +15: Luck Points: 15; Critical Fail: 1
Villain Actions
Divine Punishment "Everything that rises above its status, whether good or bad, creates imbalance. This subverts the order of the world and, therefore, must be punished if the universe is to remain as it is...
Any creature that greatly acts above its status, whether mortal, king, or even a god, must be punished by you.
You can place a Divine Curse on any creature that disturbs the balance of the world. While cursed this way, its Luck stat becomes -5, and it is destined to lose everything.
Moreover, all the Sisters of Furies will come after it in order to kill and punish that creature.
Villain Save When you fail on a Save, you can use 1 Luck Point to succeed on it instead.
Villain Luck Before someone within 1.000 feet of you makes an Attack, Check or Save, you can spend 1 Luck Point to give disadvantage on that roll.
Abilities
- Beyond Time: You are unaffected by the effects of chronomancy spells.
- Curse Immunity You are immune against being cursed
- Soul Searcher You know the exact location of all living things and souls in your current dimension.
Actions (2)
- Cause Great Misfortune Choose any creature in existence. That creature must succeed on a Save of your choice (DC 23), taking 10d12 damage from any type of your choice, or half as much on a success.
- The creature could suddenly have a stroke in case of brain damage, or it could just be a comet randomly striking it in case of strike damage for example.
- A creature can use 1 Luck Point to completely avoid this damage.
- You must wait 1 day to use this Action on the same creature again, unless that creature is within 1.000 feet from you.