Dr. Emily Carter
- Armor Class 16 (natural armor)
- Hit Points 82 11d8+33
- Speed 30 ft. Climb 30 ft.
STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 14 (+2) CHA 14 (+2) VIG 18 (+4) SAN 8 (-1)
- Skills Deception +4, Insight +4, Perception +4
- Condition Immunities exhaustion, frightened.
- Senses passive Perception 14
- Languages English, French, Spanish, Chinese
- Challenge 3 (700 XP)
Actions
Multiattack
The tenant makes any other two attacks.
Slam
Melee Weapon Attack: +6 to hit 1d20+6 , reach 5 ft., one target. Hit: 8 1d8+6 bludgeoning damage.
Dark Pulse
Ranged Weapon Attack: +6 to hit 1d20+6 , range 40/100 ft., one target. Hit: 7 1d6+4 piercing damage plus 3 1d6 force damage.
Fearful Display
Target one creature within 30 feet; it must succeed on a DC 12 Wisdom saving throw or become frightened until the end of the tenant’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration (a target that succeeds on the saving throw is immune to this effect for the next 24 hours).
Ultra Max Changes
- Armor Class 12 (natural armor)
- Hit Points 5/4/4/4
Slam
Melee Weapon Attack: +6 to hit 1d20+6 , reach 5 ft., one target. Hit: 1d10+6 bludgeoning damage.
Dark Pulse
Ranged Weapon Attack: +6 to hit 1d20+6 , range 40/100 ft., one target. Hit: 1d8+4 piercing damage plus 1d8 force damage.
Strategy
She will start by approaching the party and demanding that they give her the Eidolon Core. If the party complies, she and her minions will leave the party alone, allowing them to leave. If the party refuses, she will attack them and command that her minions do the same.
Should she reach half her life (get into critical wounds) she will attempt to flee. She will not command that her minions also flee, but they will be required to make a moral check.
Note: her minions are all through out the facility and will attack during different encounters then Emily. However, they will still be required to make the moral check. Failing this check indicates that they run away without ever attacking the party.
Frightened
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can't willingly move closer to the source of its fear.
Paralyzed
- A paralyzed creature is incapacitated (see the condition) and can't move or speak.
- The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
- Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Incapacitated
- An incapacitated creature can't take actions or reactions.

Comments