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.

Species
Children
Current Residence
The New York Biohazard Research Institute
The air grows heavy as the figure steps into the dimly lit hallway, her presence rippling with a silent power that makes the hairs on the back of your neck stand on end. Her form glows faintly, veins of radiant blue light crackling beneath a skin that shimmers like liquid obsidian. Her eyes, twin beacons of cold luminescence, pierce the shadows and lock onto you with an intensity that feels both curious and predatory. Every step she takes is deliberate, the sound of her bare feet against the tile echoing in the hollow space. Tendrils of energy writhe across her figure, tracing lines of unnatural elegance down her arms and torso, spilling into the air like faint mist. As she draws closer, the remnants of her humanity feel like a distant memory, buried beneath whatever transformation she has endured.


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