There are two schools of ethics regarding war

One of those schools talks about when it is necessary to fight a war.

The second school of ethics talks about what rules of combat are acceptable once you are in war.

For those who inflicted such horrible night mates on  others karma punishes them by creating Lithe Queens

These are living beings with the powers of ancient liches. In the astral plane and their own dream world they will never be seen as defenseless again

And in the living world they are the same old person.

Just always remember carnival rule number three the honors I Grant to you i also grant to me.

Then hopefully in your dreams you may never meet me.


Alignment: As trauma victim.

Armor Class 15 (natural armor)

Hit Points 100

Speed 50 ft., fly 50 ft.

STR

14 (+2)

DEX

16(+3)

CON

14 (+2)

INT

16(+3)

WIS

16(+3)

CHA

16(+3)

Saving Throws Dex +7, Wis +6

Skills Perception +6, Stealth +7

Damage Resistances cold

Damage Immunities necrotic

Senses darkvision 120 ft., passive Perception 16

Languages Common, Deep Speech, telepathy 120 ft.

Challenge 10 (5,900 XP) Proficiency Bonus +4



Shadow Web. Ranged Weapon Attack: +7 to hit, reach 120 ft., one creature. Hit: 14 (2d10) necrotic damage, and the target has the grappled condition (escape DC 15). The shadow web can be attacked and destroyed (AC 16; 20 hit points; vulnerability to radiant damage; immunity to bludgeoning, necrotic, poison, and psychic damage). 

In the astral realm a Lithe Queen can be one part spider one part bat.

From hiden corners:  A shadow web can spawn as many as 1d4 level 3 necromancers and one level 5 necromancer these are all tulpoe entities loyal to the lithe queen.

Reel. The queen pulls each creature it has grappled up to 60 feet toward itself.

Magic Resistance. The queen has advantage on saving throws against spells and other magical effects.

Spellcasting. The Queen is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following spells known as nomad spells prepared:

1st level (4 slots): command, bane.

2nd level (3 slots): hold person, web [This spell is cast from an spider abdomen like stomach and once cast allow the lithe queen to use her shadow web abilities]

3rd level (3 slots): dispel magic, haste, vampiric touch [This may be relayed through the sting]

4th level (3 slots): banishment [causes a foe to wake up and leave the astral plane], confusion.

Special Dred Form: The queens body can absorb her arms and legs as her wings and tail grow longer and larger. The queens new

Make these aditional changes to the lith queen

  • + 4 to all stats
  • Sting now does 3d4 extra psychic damage. With a reach of 15 feet
  • Fly speed 60 feet
  • Two sting atacks
  • Special maneuver [ once per night] Egg Clutch: The lithe queen can call from a shadow web a Clutch of eggs containing 1d4 phase spiders with the lith walker phase spiders.
  • Aditionaly on a critical hit with the sting a phase spiders from the lithe queens foes body body doing 2d6 necrotic damage on its way out.

Actions

Multiattack. The queen makes two longsword attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 4 (2d8) necrotic damage.

Sting. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 10 (3d6) necrotic damage, and if the target is a creature, the target’s hit point maximum is reduced by an amount equal to the necrotic damage taken.

Special: if in your dream you get slain by a lithe queens sting you wake up immediately as a lithe walker yourself and you blossom into another lithe queen with 1d6 days after that you remain allied to the queen that spawned you.

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