Edahn Viole Grace (5e Creature)

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Edahn Viole Grace[edit]

Medium humanoid (human) (High elf), chaotic evil


Armor Class 32 (Permanent magical shields)
Hit Points 2775 (150d8+2100)
Speed 120 ft., swim 60 ft., fly 30 ft.


STR DEX CON INT WIS CHA
32 (+11) 32 (+11) 38 (+14) 50 (+20) 34 (+12) 38 (+14)

Saving Throws Constitution +30, Intelligence +46, Wisdom +28, Charisma +30
Skills Arcana +46, Deception +30, History +46, Investigation +46, Insight +28, Intimidation +30, Medicine +28, Nature +46, Perception +28, Performance +30, Persuasion +30, Religion +46, Survival +28
Damage Resistances All Magical Damage
Damage Immunities All nonmagical damage
Condition Immunities Blinded, charmed, deafened, exhaustion, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses passive Perception 48, Truesight, Blindsight 1000 ft
Languages all languages, Telepathy
Challenge 50 (1,220,000 XP)


Guarded Mind. The emotions, thoughts, alignment and memories of Edahn cannot be altered, stolen, or viewed in any way, creatures cannot initiate telepathic contact with Edahn.

Immortal Nature. Edahn does not require food, sleep, drink, or air. Edahn does not physically age beyond the age of 18, and is immune to all effects, magical or otherwise that would age her. Additionally, when Edahn is killed, she is reborn somewhere in the multiverse and becomes active again at a time of the DM’s choosing.

Regeneration At the start of each of Edahn’s turns, she regains half of the hit points she has lost or 40, whichever is higher, provided she has at least 1 hit point remaining.

Heightened Awareness Edahn cannot be surprised and has advantage on all saving throws. Additionally, Edahn knows when she hears a lie.

Elder of Annhilation. Edahn‘s attacks treats resistance and no resistances as vulnerable, immunity as if it were normal, and absorption as if it were resistance.

Ultimate Critical Edahn rolls a critical hit on a roll of 16-20. Additionally, whenever Edahn deals a critical hit, the damage is tripled instead of doubled.

Arcane Master Edahn’s spells and magical effects DC requirements to dispel or counter them have the level doubled, and have a 50% chance of working in an antimagic field, additional Edahn does not need Verbal, Somatic, Material, or Concentration components to cast a spell.

ACTIONS

Multicast. Edahn can cast 5 full action spells on her turn, each one being at least one level lower than the previous spell.

Spellcasting. Edahn casts any 0th - 9th level spell from the bard, sorcerer, warlock, or wizard spell lists at will. Edahn uses her intelligence modifier to cast her spells. Spell save DC is 35, Spell Attack bonus is 27.

Teleportation. Edahn teleports to any unoccupied location she can see.

REACTIONS

Spells with a reaction casting time.

LEGENDARY ACTIONS

The Edahn Viole Grace can take 5 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 Edahn Viole Grace regains spent legendary actions at the start of its turn.

Spellcasting (Costs an amount of actions equal to the spell's level) She can cast any spell of 5th level or lower.

She is an extremely old and powerful spellcaster who has learned how to cast spells without any limits, just like the days of old. She has protected herself from nonmagical damage entirely and resisting any and all magical damage that does hit her. She has bolstered herself to rival most of the gods themselves, and does whatever within her kingdom because she enjoys abusing her power.


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