Taji
Taji (Minor Loa)
Large loa,
Armor Class: 22 (Natural Ablative Armour + Dexterity)
Hit Points: 333 (33d12 + 99)
Speed:
45 ft
, fly: 45 ft
, swim: 45 ft
STR
24 +7
DEX
17 +3
CON
16 +3
INT
16 +3
WIS
19 +4
CHA
24 +7
Saving Throws: Add +3 (half proficiency bonus to all saves and skills): Start of Taji turn select two saving throws and gain additional full proficiency bonus and additional full proficiency bonus to one skill check
Skills: Magic Resistance: Has advantage on all savings throws vs magic or magical effects
Damage Vulnerabilities: Cold
Damage Resistances: Fire, Lightning
Damage Immunities: Psychic
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Darkvision 120”
Ability to see 60" into adjoining planes and spaces
Ability to see 60" into adjoining planes and spaces
Languages: Understand and speaks all languages ze has heard or read
Proficiency Bonus: +6
Sorcerer L22:
- DC savings throws DC 20
- Spell attack rolls +12
- Elderday spells only
At will:
Emotional Presence:
On initiative count of 20, any creature of Taji’s choosing within 90” of Taji must make a DC 15 wisdom save against the minor maelstrom that is Taji’'s Emotional Presence. On a fail, Taji determines if the creature is either:
Emotional Presence:
On initiative count of 20, any creature of Taji’s choosing within 90” of Taji must make a DC 15 wisdom save against the minor maelstrom that is Taji’'s Emotional Presence. On a fail, Taji determines if the creature is either:
- unaffected
- panicked ( excessive worry, difficulty controlling worry, physical symptoms like a racing heart or sweating, and behavioral changes like avoidance of certain situations)
- anxious (excessive worry, difficulty controlling worry, racing heart or sweating, and avoidance)
Arcane alignment:
- Taji can manipulate Elderday artefacts and magic items without requiring attunement, alignment or connection nor the need to study the item first
- Taji is never surprised
- Taji gains advantage on all initiative counts, and always goes on minimumof initaive count 20
- Taji can invoke the Phasing condition up to six times per 24 hour period, for a duration of up to one hour on each occassion
- Twice per day Taji may choose to make a savings throw or proficiency check it has failed
Actions
Multiattack, combination of anyof the below (x3):
- Lashing Blade, range 30” +12 2d12+6 (magical slashing)
- Dancing Glance, range 10” DC 20 wisdom save or dance 20” away from Taji, cannot make an attack of opportunity until next turn
12d12 Psionic Dice
- Reaction - Protective Shield (reduce damage within 30” by d12+12)
- Psionic Strike (d12+12 force damage to a successful attack made within 30”)
- Telekinetic Movement (Move large or smaller object 90” to an occupied space)
- Telekinetic Thrust (if target struck by Psionic Strike Strength DC 20 or be knocked back 10” + prone)
- Bulwark of Force (Bonus Action, up to 5 creatures within 600” gain half cover for 1 minute or until incapacitation)
- Telekinetic Master (Cast telekinesis with no components as bonus action)
Bonus Actions
Retaliation:
- If other creatures attacks Taji or target it with harmful effects, and Taji is not reduced to 0 hit points before its next initiative count, Taji may use a bonus action on its initiative count to deal 10 psychic damage to up to six creatures (Taji’s choice) that attacked it or targeted it with harmful effects
- See Psychic Power above (Telekinetic Master (Cast telekinesis with no components as bonus action)
Reactions
Vicious Entertainment:
- If a creature within 60” is reduced to zero hit points, Taji can use a reaction to take a vicious entertainment action, using the dying creature’s final thoughts to lash out psychically and deal d6x dying creature’s proficiency bonus in psychic damage to a creature within 30” (DC wisdom saving throw = DC 8 + dying creatures proficiency bonus to reduce damage to half)
- See Psychic Power above - Protective Shield (reduce damage within 30” by d12+12)
Lair Actions
Wyrding Effects:
When in the Wyrding on initiative count 20:
- all creatures within 90” must make a DC 14 wisdom save or be affected by the fear condition against all other creatures within 60”
- all creatures within 90” must make a DC 14 wisdom save or take -1 on all actions (including damage rolls) until the next 20 initiative count count
- one creature within 90” makes a DC 20 wisdom save, on a fail it takes 2d6 psychic damage for each attack roll, bonus action or reaction it takes
When in the Wyrding on initiative count 20 and in their home territory all Loa have access to "Lair Actions":
- all creatures within 270” must make a DC 20 wisdom save or be affected by the fear condition against all other creatures within 270”
- all creatures within 270” must make a DC 20 wisdom save or take -2 on all actions (including damage rolls) until the next 20 initiative count count
- one creature within 270” makes a DC 26 wisdom save, on a fail it takes 2d12 psychic damage for each attack roll, bonus action or reaction it takes
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