Sif, The Abysswalker
Sif Vakaran (a.k.a. Wolfy)
The Grand Game
Sif, Goddess of War CR: 40
STR
50 +20
DEX
30 +10
CON
40 +15
INT
30 +10
WIS
15 +2
CHA
12 +1
Intelligence, 30, +24 to hit, Spell Save DC 32
Legendary Resistance 6x (3 from being a God, 3 from the Shroud)
The Grand Game
Oblivion
Weapon
Legendary
"The End." - Sif, The Abysswalker An obsidian twin-bladed shortsword that fuses to the hand of it's wielder. It oozes antimagic, sending a shiver down the spine of every spellcaster within it's range. Forged from the essence of the abyss by Mystra during her reformation, also known as the Aetherscourge. Created specifically for Sif in exchange for her loyalty, it has the ability to destroy spells by literally severing them from the Weave. One of the Artifacts of Mystra.
Artifact of Mystra: While wielding this weapon, you gain an additional 50 Max HP, and your Proficiency Bonus and Spell Save DC both increase by two.
Inverted Spear of Heaven: This weapon deals 4d6+6 magical slashing damage. When you make an attack with this weapon, it launches a slash of antimagic, giving it a range of 30ft. When making an attack at range, the damage is reduced by one damage die. It bypasses all resistances, and reduces the targets maximum hit points by an amount equal to half of the damage dealt until the end of their next long rest. When you make a melee attack with this weapon, the target loses concentration on any spells they are casting, and any magical effects affecting the target are instantly dispelled. Additionally, this weapon deals additional damage based on the level of the spell disrupted, dealing 1d8 force damage per spell level.
Void Strike: This item has 4 charges. As a reaction, you may expend one charge to nullify any spell attack or spell effect as it is cast towards you. When all charges have been expended, roll a d20. On a 15 or higher, you regain all charges. Otherwise, regain all expended charges at moonrise.
Antimagic Fountain: This blade can cast the spell Antimagic Field once per long rest.
The Power of Creation: When a creature attuned to an Artifact of Vaka wields this item, they inflict double damage. However, they also receive double damage from all sources.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 4d6+6 / 3d6+6 | Slashing | 30ft |
Cost: Priceless
Weight: 2lb
The Grand Game
Shroud of Vaka - Exalted
Wondrous Item
Legendary
“I’ve learned that our choices always matter, to someone, somewhere. And sooner or later, in ways we cannot always fathom, the consequences come back to us.” -Unknown Originally wielded by Threaven Wranris, Oracle of Life. Gifted to Myrthos Karavala, Fourth Oracle of Gravity as a peace offering. Ultimately stolen and sealed within Aetheria with Aera Windfeather, Eighth Oracle of the Wind, the Shroud was unearthed during the destruction of the city, where it fell into the hands of the God of War, Sif, The Abysswalker. Making the wielder nearly invincible, the Shroud is at the pinnacle of its power, enabling feats great and terrible.
Armor of Life: You gain three Legendary Resistances while attuned to this item. Expended resistance recharges after a long rest.
Sacred Treasure: After you are hit by an attack for the first time, the Shroud adapts to it, imposing disadvantage on any attack rolls made against you with that damage type. If you are hit by the same attack a second time, you only take half damage, and gain resistance against it's damage type until you take a long rest. If you are hit by the same type of damage a third time, you instead take no damage, and become immune to that damage type until your next long rest.
Enhanced Healing Factor: While attuned to this item, you naturally heal 10% of your total HP (or 30, whichever is higher) at the start of your turn. If your health is full, this is granted as Temporary Hit Points. Additonally, your Constitution score becomes 30 while wielding this item.
The Ultimate Healer: When you cast a healing spell on a target, you may heal them the maximum amount of HP the spell allows twice per long rest. Additionally, you may cast the spell Mass Heal without expending a spell slot once per long rest.
The Undying: While this item is equipped, you gain advantage on Death Saving Throws, and only need one success in order to stabilize at zero hit points. Additionally, when you drop to zero hit points, you are instantaneously granted the effect of a long rest, fully restoring your HP and Spell Slots, as well as any abilities that might reset during a Long Rest. Once you use this ability, you may not use it again until the following moonrise.
Weave Expansion: Enables casting of spells greater than 9th level.
Cost: Priceless
Weight: 1/2 lb
The Grand Game
Conjure Weapon
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerThe Grand Game
Blade Barrage
9-level Abjuration
The Grand Game
Carnage
9-level Enchantment
- Affected creatures gain advantage on all attacks.
- All attacks against afflicted creatures have advantage.
- Whenever an affected creatures reduces another creature to zero hit points, they gain 5 temporary hit points.
- While an affected creature has more than half of its maximum hit points, it gains resistance to non-magical bludgeoning, piercing and slashing damage.
- Affected targers must use their action on each turn to attack the nearest creature they can see. If no targets are within their movement range, they must expend all of their movement towards the nearest creature. If no enemies are within sight, they spend the duration moving towards the nearest creature to them.
Actions
Two actions per turn, 4 attacks per action One-handed attack - Greatsword 1d100 Two-handed attack - Greatsword 1d100+50 Dismantle - Spell atk +14 as she slashes with the very Weave itself, dealing 2d100 damage. Multiattack - Dismantle + Two one-handed attacks
Bonus Actions
Grapple, Dodge, Hide, Dash
Reactions
Two reactions per round Counterspell, Hellish Rebuke, Deflect - She may parry an incoming attack, reducing it's damage to zero, up to 4 times per day.
Legendary Actions
Four legendary actions per round Extra Attack (1 action) - Sif may move up to a quarter of her total speed and make an additional weapon attack at the end of a players turn. Flourish (1 action) - If Sif is standing within melee range of her last target, she makes two additional attacks against them at the end of a players turn. Summon Barrage (2 actions) - Sif summons hundreds of floating weapons in the air that will rain down upon the target at the end of her next turn. Additionally, she may expend another legendary action to instantly fire this attack. Deals 1d100 damage to all creatures within 60ft of the target area. Dismantle (2 actions) - Spell atk +14 as she slashes with the very Weave itself, dealing 2d100 damage.
Lair Actions
Upon being reduced to zero hit points (a second time), Sif transforms into her primordial dragon form.
Bronze Greatwyrm CR: 28
STR
30 +10
DEX
20 +5
CON
30 +10
INT
18 +4
WIS
30 +10
CHA
18 +4
Unique. Instead of using the presented stats, you can instead use a point buy system with 109 points or a rolled system of 7d6 drop lowest. Also you can replace any of the listed Skill Proficiencies, except Perception and Stealth, with any skill, or gain expertise in skill you're already proficient in. Draconic Awakening (Recharges after a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 460 (80% of it's maximum hit points) hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm, can now use the options in the "Mythic Actions" section for 1 hour. Amphibious. The dragon can breathe air and water. Boundless Life. The dragon regains 30 (Con Score) hit points at the start of each of its turns if it has at least 1 hit point. Unusual Nature. The greatwyrm doesn't require food or drink. Legendary Resistance (4/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: (2d10 + 10) piercing damage. Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: (2d8 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20 (10+Athletics)) and is restrained until this grapple ends. The greatwyrm can only have one creature grappled this way at a time. Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: (2d10 + 10) bludgeoning damage. If the target is a creature, it must make a DC 26 (8 +Prof + Str) Strength saving throw or be knocked prone Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 (8 + Prof + Cha) Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours. Snaring Underbrush. The dragon creates a 40ft radius 20ft tall cylinder of awakened plant life, centered at a point on the ground somewhere within 150ft of it. This area is difficult terrain and lightly obscures. This area withers and disappears 1 hour after it was created. The dragon can use feature a number of times equal to half it's proficiency bonus (rounded up), it regains these uses when it finishes a short or long rest. Lightning Breath (Recharge 5-6). The dragon exhales lightning in a 4000-foot line that is 10 feet wide. Each creature in that line must make a DC 21 (8 + Prof + Dex) Dexterity saving throw, taking 78 (12d12) lightning damage on a failed save, or half as much damage on a successful one. Change Shape. The dragon magically polymorphs into a Humanoid or beast that has a Challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any Equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the Dragon retains its Alignment, Hit Points, Hit Dice, ability to speak, Proficiencies, Legendary Resistance, lair Actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its Statistics and capabilities are otherwise replaced by those of the new form, except any Class Features or legendary Actions of that form.
Legendary Actions
The greatwyrm can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The greatwyrm regains spent legendary actions at the start of their turn. Detect. The dragon makes a Wisdom (Perception) check. Attack. The dragon makes a claw or tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 30 ft. of the dragon must succeed on a DC 26 (8 + Prof + Str) Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Growth Spurt (Costs 2 Actions). The dragon makes one area of plants created by it's Snaring Underbrush ability to surge with life, every creature within it's area must make a DC 26 (8 + Prof + Wis) Strength saving throw or be effected by this ability. The effect of this ability depends on what effects the creature is already subjected to through this ability.
- If a creature that isn't currently grappled by this feature is affected, they are grappled, a grappled creature can as an action attempt to break free of this grapple making either an Athletics or Acrobatics check against a DC of 26 (8 + Prof + Wis), a a different creature within 5ft of the grappled creature may use an action to attempt to break the grappled creature free making an Athletics check against a DC of 26 (8 + Prof + Wis), in either case if the creature succeeds on the check the grappled creature is no longer grappled by this feature.
- If a creature that is already grappled by this feature is affected, they are restrained, if the creature stops being grappled by this feature they are no longer restrained.
- If a creature that is already restrained by this feature is affected, they are deafened, if the creature stops being grappled by this feature they are no longer deafened.
- If a creature that is already deafened by this feature is affected, they are blinded, if the creature stops being grappled by this feature they are no longer blinded.
- If a creature that is already blinded by this feature is affected, they are incapacitated, if the creature stops being grappled by this feature they are no longer incapacitated.
- If a creature that is already incapacitated by this feature is affected, they are stunned, if the creature stops being grappled by this feature they are no longer stunned.
- If a creature that is already stunned by this feature is affected, they are paralyzed, if the creature stops being grappled by this feature they are no longer paralyzed.
- If a creature that is already paralyzed by this feature is affected, they are made unconscious, if the creature stops being grappled by this feature they are no longer unconscious.
Mythic Actions
If the greatwyrm's Draconic Awakening trait has activated in the last hour, it can use the options below as legendary actions. Bite. The greatwyrm makes a bite attack. Shattering Roar (Costs 2 Actions). The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 20 (8 + Prof + Cha) Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn. Snaring Underbrush (Costs 3 Actions). The greatwyrm uses its Snaring Underbrush action.Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
- A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.
A bronze dragon lairs in coastal caves. It might salvage a wrecked ship, reconstruct it within the confines of its lair, and use it as a treasure vault or nest for its eggs.
Regional Effects
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
- Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Underwater plants within 6 miles of the dragon’s lair take on dazzlingly brilliant hues.
- Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.
