Rashimara Sari | Monster / Creature | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Rashimara Sari

Medium humanoid, orc, chaotic neutral
Armor Class 21
Hit Points 203 20d8+100
Speed 50ft Fly: 50ft

STR
24 +7
DEX
16 +3
CON
20 +5
INT
22 +6
WIS
16 +3
CHA
14 +2

Saving Throws Con +11, Int +12, Wis +9
Skills Arcana +18, History +12, Investigation +12, Intimidation +8, Perception +9, Religion +12
Damage Resistances Bludgeoning, Piercing and Slashing from non-magical weapons.
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Frightened, Stunned
Senses Darkvision 120 ft., Passive Perception 19
Languages Common, Orc
Challenge Unknown

Rashimara is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). She has the following spells prepared:

At will: Detect Magic Study of Magic Identify Study of Magic Mending Arcane Reconstruction

1/day: Cone of cold Flash Freeze Capacitor (the affected area becomes difficult terrain until the end of her next turn) Destructive Wave Power Slam Capacitor (jump up to her entire movement speed ). Sunbeam Sun Cannon   Arcane Eye Fire Shield Freedom of Movement See Invisible

2/day: Disintegrate Disintegration Ray and Ether Reactor Hold Monster

3/day: Cure Wounds Earthbind Hold Person


Specialised Equipment. Rashimara Sari wears a +3 magical Warplate, a +2 Warplate Gauntlet, a Helm of Mind Protection and a Talisman of Sphere. She also has a Sphere of Annihilation under her control.   Divination Visor. Rashimara may cast divination spells she knows as a bonus action, no longer requiring concentration if applicable.   Helm of Mind Protection. Any effect that would sense Rashimara's emotions or read her thoughts fails, as do divination spell. The Helm even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.   Legendary Resistance (3/Day). If Rashimara fails a saving throw, she can choose to succeed instead.   Overdrive (1/Day). Rashimara can overcharge her Warsuit with energy, granting it the effects of the Haste spell for 6 rounds.   Talisman of the Sphere. When another creature uses their action to attempt to control a Sphere that is under Rashimara's control, they must succeed a DC 1d20+30 Intelligence (Arcana) check.


Actions

Force Blast. Ranged Weapon Attack: +16 to hit, range 60ft. one target. Hit 13 1d8+8   Multiattack. Rashimara can makes two attacks, either: two attacks with her Warplate Gauntlets, or two Force blast's, or one Force blast and one attack with her Warplate Gauntlet.   Sphere of Annihilation. Rashimara can levitate the Sphere up to 70 ft. in a direction of her choice. A creature whose space the Sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.   Warplate Gauntlet. Melee Weapon Attack: +15 to hit, reach 5 ft. one target. Hit: 14 1d8+9 .

Reactions

Phase Engine Prerequisite (Recharge 6). When Rashimara is attacked, she can become intangible, causing that attack to miss if it is a nonmagical attack, or to have disadvantage if it is a magical attack.   Reactive Plating. When Rashimara is hit by a melee or ranged attack she may reduce the damage by 6.


 

Legendary Actions

Rashimara an 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.   Attack. Rashimara may make one attack with her Warplate Gauntlet or she can make a Force Blast.   Talisman of the Sphere (Costs 2 Actions). Rashimara uses her Talisman of the Sphere to move the Sphere of Annihilation under her control up to 70ft.   Phase Suit (Recharge 6). Rashimara can become intangible, and move through creatures or objects until the end of her turn. If she ends her turn inside a creature or object, she is forced to the nearest unoccupied location, and takes 1d10 force damage per 5ft. she is forced to move.   Sealed Suit. Rashimara can environmentally seal her Warplate, giving her an air supply for up to 1 hour and giving her immunity to poison damage. In addition, she is also considered acclimated to hot, cold and high altitude climates.

Lair Actions

On initiative count 20 (losing initiative ties), Rashimara Sari takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:   Mechanical Walls. A non-magical wall of iron springs out of the ground at a point Rashimara chooses within range, the wall is composed of ten 10 ft. x 20 ft. and only 1 inches thick panels. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall of Rashimara's choice. Each panel has AC 19 and 30 Hit Points.   Solarburst Mines. Rashimara casts Blindness/Deafness (5th level).   Swarm Rockets. Rashimara has designed a horde of tiny firecracker-like device which can swarm and attack in large numbers. Each turn she can release 2d6 rockets, each rocket can target a point she can see within 40 ft., creatures within 10ft. of a targeted point must make a dexterity saving throw (only one save is made if they are targeted by multiple rockets). Creatures that fail take 2d6 fire damage per rocket, half as much on a successful save.

Rashimara's lair is her immense workshop which lies deep within the Halls of Congress. To access it one must pass through seven large vault doors, each one corresponding to a layer of the Prismatic Wall, the interior of this workshop is dark and cluttered, filled with vats of strange chemicals, of broken golem and armour parts, floating spheres with spikes sticking out of them, papers written in code strewn across multiple desks, a cold iron floor patterned with inch thick lines.



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raxaon.

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