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Viktra Mordenheim
- STR
- 11 (+0)
- DEX
- 16 (+3)
- CON
- 15 (+2)
- INT
- 21 (+5)
- WIS
- 10 (+0)
- CHA
- 10 (+0)
At the end of each of Viktra's turns, each of her Construct allies in a 5-foot Emanation originating from Viktra gains 5 Temporary Hit Points. This trait doesn't function if Viktra has the Incapacitated condition.
If Viktra dies, she revives with all her Hit Points in 1d10 weeks somewhere in Lamordia.
If Viktra fails a saving throw, she can choose to succeed instead.
Viktra casts Animate Objects, using Intelligence as the spellcasting ability.
1/day: Animate Objects
Actions
Viktra makes two Lightning Rod attacks. She can replace one attack with a use of Syringe.
Melee or Ranged Attack Roll: +6, reach 5 ft. or range 90 ft. Hit: 12 (2d8 + 3) Lightning damage, and the target can't take Reactions until the start of its next turn.
Constitution Saving Throw: DC 16, one creature Viktra can see within 5 feet. Failure: The target has the Poisoned condition for 1 minute. While Poisoned in this way, the target suffers one of the following effects (Viktra's choice). The target repeats the save at the end of each of its turns, ending the effect on itself on a success. The target succeeds automatically after 1 minute:
- Corrosive Serum.
The target takes 10 (4d4) Acid damage at the start of each of its turns, and its Speed decreases by 10 feet.
- Deadly Serum.
The target takes 11 (2d10) Necrotic damage at the start of each of its turns, and it can't regain Hit Points.
- Mind-Altering Serum.
The target takes 10 (3d6) Psychic damage at the start of each of its turns, and it has Disadvantage on saving throws to maintain Concentration.
Reactions
Trigger: A creature Viktra can see makes an attack roll against her. Response: Viktra chooses a Small or Medium ally within 5 feet of herself. Viktra and that ally swap places, and the ally becomes the target of the attack instead.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
Viktra moves up to half her Speed and makes one Lightning Rod attack. Viktra can't take this action again until the start of her next turn.
Dexterity Saving Throw: DC 16, each creature in a 10-foot-radius Sphere centered on a point Viktra can see within 90 feet. Failure: 5 (2d4) Lightning damage. Success: Half damage.
Regional Effects
Lamordia is altered by Viktra's presence, creating the following effects:
- Air of Obsession. When a creature fails a Constitution saving throw to maintain Concentration, that creature takes 3 (1d6) Psychic damage.
- Closing the Borders. While in her domain, Viktra can close or open the borders to Lamordia. While the borders are closed, lightning storms roll through the Mists surrounding Lamordia. A creature that enters the Mists for the first time on a turn or starts its turn there makes a DC 15 Dexterity saving throw, taking 4d6 Lightning damage on a failed save and half as much on a successful one. A creature makes this save only once per turn.
If Viktra dies, these effects end immediately.
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Source: Ravenloft: The Horrors Within, p. 132 - Licenses and attribution