Krynvia | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Krynvia

Medium Succubus, Exotic Tavern Owner, Lawful Evil

Armor Class 23
Hit Points 330 (20d10 + 200) 20d10+200
Speed: 30 ft Fly: 60 ft

STR

13
( +1 )

DEX

30
( +10 )

CON

21
( +5 )

INT

20
( +5 )

WIS

20
( +5 )

CHA

26
( +8 )

Saving Throws DEX +18, CON +13, INT +15, WIS +13
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Infernal, Telepathy 60 ft.
Challenge Rating 16
Proficiency Bonus +5

Description

Krynvia owns brothels spanning the continent. She is well known as Merissa Kryn a very beautiful 19 year old brown haired girl who dresses in alluring and seductive clothing. She inherited the brothels from the last owner, who mysteriously died and left all his wealth to her along with the brothels. Krynvia is a succubus who’s been roaming the world a few hundred years now. A vicious fiend when she arrived, now her alignment and beliefs toward mortals have changed. She’d fallen in love with a human, and was torn between her succubae nature and the mortal feelings pulling at her. One night, alone with her love, they kissed and she was unable to hold back the emptiness and hunger for a soul. He died, and she blamed the nature of the succubus. Krynvia didn’t know if he’d truly loved her or if it was her tempting form that had made him lust after her. He left a child behind, and now Krynvia looks after her, a 7 year old blonde human girl. Her mother died during birth, and now she’d taken her father away.   Krynvia is very protective of Elisa. She will kill to protect her.     Patron   Krynvia has brothels not only in South Angoria, but North Angoira and also in the continents of North and South Polaria. She has a wide network of contacts and a vast collection of information. Any adventuring group who gains her favor and makes a connection with her, she provides her resources including sanctuaries and possible hold of magical items.   With her influence and charm abilities, she may even be able to help party members attain an audience with royals and other high profile figures.

Ideals

I loved the feel of death from my victims, but now I see mortals differently.

Bonds

I will protect my adapted daughter, no matter what.

Flaws

My fiendish ways call to me, I have done many evil things in my past.

Suggested Environments

Brothels

Spellcasting. The fiend has the following wizard spells prepared and casts as a 20th level caster with DC 22 and (+23 spell attack):   Cantrips (at will): mage hand, Eldritch Blast, poison spray, ray of frost   1st level (4 slots): mage armor, magic missile, shield, absorb elements   2nd level (3 slots): mirror image, misty step, web   3rd level (3 slots): lightning bolt, Callidora's Slow Attacks, counterspell   4th level (3 slots): Evard’s black tentacles, greater invisibility   5th level (3 slots): globe of invulnerability, Antilife Shell, Wall of Force   6rd level (2 slots): Tenser's Transformation, Scatter   7th level (2 slots): Forcecage, Plane Shift   8th level (1 slots): Antimagic Field, Maze   9th level (1 slots): Foresight*   Mantle of Spell Resistance: You have advantage on saving throws against spells while you wear this cloak.   (*Krynvia has cast this on her before a battle)

At will:
Innate Spellcasting. Krynvia's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:   At will: detect magic, fireball   1/day: meteor swarm   3/day each: hold monster, wall of fire


  Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.   Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Legendary Resistance (4/day). If Krynvia fails a saving throw, she can choose to succeed instead.   Ready for Anything. Roll a 1d6 any time a creature or players do something surprising or strategic. ON a roll of 4 or lower, Krynvia saw this action coming and has a contingency in place.   Simulacrum Army. Krynvia has created her own spell similar to the simulacrum spell except with the ability to work on fiends and uses clay or mud instead of snow or ice. She has a simulacrum of hp: 165, hp: 82, hp: 41, hp: 20, hp: 10, and one of Elisa hp: 5

Actions

Multiattack. Krynvia makes 2 melee attacks: claw attacks or rapiers Claw (Fiend Form Only). Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 10) slashing damage. +7(2d6) narcotic damage and gains health equal to the damage dealt. Instead of dealing damage, Krynvia can grapple the target (escape DC 18).   Infamy (Rapier). Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 16 (1d8+13) slashing damage, plus 9 (2d8) fire damage, plus 15 (3d10) narcotic damage and heal that much amount. Fiendish Resistance. You have resistance to necrotic and radiant damage. Properties. While attuned to the artifact, you can’t be charmed or frightened. While attuned to the artifact, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point. While attuned to the artifact, you can’t be blinded, deafened, petrified, or stunned.   Sword of Krynvia (Rapier). Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 16 (1d8+13) slashing damage, plus 9 (2d8) cold damage, plus 15 (3d10) narcotic damage and heal that much amount. Properties. While attuned to the artifact, you have resistance against force and psychic. Gain + 3 to AC.   Charm. Up to 4 humanoids the fiend can see within 60 feet of it must succeed on a DC 22 Wisdom saving throw or be magically charmed for 2 days. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success.   The fiend can have 8 targets charmed at a time. If it charms another, the effect on one current target ends.   Draining Kiss. She kisses a creature that is charmed, willing, or a creature that is grappled, incapacitated, or restrained. The target must make a DC 22 Constitution saving throw against this magic, taking 52 (10d10 + 10) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.   Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.

Reactions

Etherealness. If Krynvia takes damage, as a reaction the fiend can magically enter the Ethereal Plane from the Material Plane, or vice versa.

Legendary Actions

Can take 3 Legendary Actions choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn:   Move (1 action): The succubus moves up to their movement speed, without provoking opportunity attacks.   Claw (1 action): The succubus uses its Claw attack   Draining Kiss (2 actions): The succubus uses its draining kiss ability.   Charm (1 actions): One humanoid the fiend can see within 60 feet of it must succeed on a DC 22 Wisdom saving throw or be magically charmed for 2 days.   Cast a Spell (2 actions): Krynvia casts a spell from her prepared spells list.

Lair Actions

When Krynvia is in her base of power, she can take the following actions as long as she isn't incapacitated. On Initiative Count 20 (losing ties), Krynvia can take one of the following liar action options, or forego using any of them:
  Krynvia can try to charm all possible individuals she can see in the room (DC 24). Creatures can be harmed without triggering a save to break the charm.
Krynvia can move through walls and solid objects as if they weren't there and doesn't provoke attacks of opportunity.
Krynvia can summon fiends once per day, as many fiends that equal to a challenge number of 10.

The lair is the Naked Maiden's Tavern in Polaria. The entire tavern including her underground chamber is her lair. She has guards and dancers that work for her and gather a large amount of knowledge from the patrons that visit. From high profile clients to commoners curious to see the beautiful female dancers of the Naked Maiden's Tavern.


Created by

wjrparks1.

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