Electra The Unseen, Weave Eater
[DM Note: Where is her phylactery? Probably somewhere hidden in the region of the Thoris Megalith. That is nearby where the ancient city of Thoris used to be.]
Physical Description
General Physical Condition
Electra The Unseen Weave Eater
STR
18 +4
DEX
16 +3
CON
20 +5
INT
17 +3
WIS
16 +3
CHA
18 +4
Wild Magic Surge: your spells always carry a degree of unpredictability. Any time you spend a spell slot, also add a random effect from the Wild Magic table; some good, some bad.
Tides of Chaos: Reroll an attack, check, or save, using the most favorable probability to your advantage. On any spell slot cast after, roll on the Wild Magic table for your chaos magic to introduce some unpredictability, regaining use of Tides of Chaos again.
Bend Luck: spend two sorc points to add or subtract a d4 to an ally or enemy's attempted attack, check or save, inflicting good or bad luck with your presence
Controlled Chaos: roll twice on the Wild Magic table and choose either effect, neatly eliminating most unfavorable outcomes
Spell Bombardment: once per turn, any dice in a damaging spell that gets its maximum amount will let you add another of its dice to the damage. Like a mini-crit that is all but guaranteed to happen once a turn.
Eldritch Blast w/ Agonizing and Repelling
Toll the Dead - curse targets to hasten their demise
Chill Touch - bad luck prevents healing from taking effect
Ranged Absorption - At the beginning of her turn Electra can consume up to 4 first level spell slots from anyone within a 60 ft. radius of her.
Touch Absorption - If Electra is within Melee range and strikes or grapples an opponent she can absorb 2 random second level spell slots and one random third level spell slot immediately. If the opponent does not break the grapple this repeats every round.
Death Touch: gain a necrotic d10 unarmed strike that levels up to as high as 4d10
Inescapable Death: Attack rolls that deal necrotic damage ignore resistance, applying to Death Touch as well as spell attacks such as Inflict Wounds
Withering Contact: add 1d10 necrotic when starting a turn while grappling
Actions
Multiattack: Electra gets three actions per turn.
Eldritch Blast: 3 Beams, +11 to hit 1d12+6 damage per beam.
Armor of Shadows:
She can cast mage armor on herself at will, without expending a spell slot or material components. This adds 5 to her AC and lasts for 10 rounds.
Force Blast - Electra emits a 30 ft. cone of force that deals 6d6+4 damage to any within the cone. [DC 17 Dexterity saving throw to avoid] If the save is failed the creature is pushed back 10 ft. as well.
Reactions
3X per day
Weave Eater - Essentially Electra uses Dispel magic to devour magical attacks coming at her. Any damage that Electra would have suffered from the attack instead heals her the same amount.
Reflect Spell - Electra can send a spell back at her attacker. The caster takes the same damage or suffers the same effect as Electra would have.
Legendary Actions
3X per day
Weave Bender - If Electra fails a saving throw she can choose not to instead.
Mental characteristics
Personal history
Using healing potions and healing magic she kept herself alive for several years and begged the magic academy to help her. She rightfully accused them of causing the accident and demanded that they be the ones to fix her condition. The Academy began to refuse her aid, arguing that she had known what she was getting into. With this she grew angry and began to steal spell supplies and to attempt dangerous magical rituals to cure herself.
As the first of the Human Elven wars kicked off resources became scarce, especially the healing potions she was using to regenerate her cells. Her anger and frustration grew and she reached out to other patrons existing in the cosmos.
The gods refused her so she sought others still.
Eventually a being answered her, A creature feeding off of the new conflict. A being called Aer'Chabadzael.
Throughout the second age her power grew and the infusion of the dark one's energies gave her an ability to absorb magical energies from others. It also created an addiction to the weave energies that were woven and channeled by magic users, sorcerors, bards, and even monks. She spent some of those centuries being hired by generals desperate enough to risk even their own forces to win key battles. These relationships always ended in disaster as Electra turned on them and let her addiction get the better of her.
After the third Human Elven War began to come to a close the Assembly of the Weave was created. An organization dedicated to policing the people capable of controlling the magical energies of the weave. Electra was quickly considered one of the most dangerous mortal entities walking the planet.
With the next shatterfall still a decade off the magical energies of everyone were in wane. Electra exacerbated this by feeding off of any powerful magic users still capable of casting spells. The Assembly got together and created the Sarcophagus of Electra. A trap powerful enough to encase her in a stasis field for millenia. It drew her in and created a strange feedback loop of her own parasitic powers once she was trapped inside.
During it's creation Bella Caix La'Couer used her own devious powers to create a way to open the sarcophagus someday. She secretly built into it a passkey. If enough people were killed in the proximity of the box it would release Electra to once more walk the earth...

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