Dead Three Scion

Forgotten Realms: Adventures in Faerûn p. 256

Tamaño
Mediano
Tipo
humanoid
Alineamiento
neutral malvado
CA
17 (studded leather)
Puntos de golpe
221 (26d8+104)
Velocidad
Walk 30 ft.
Salvaciones
Con +9, Wis +10
Habilidades
Arcana +9, Intimidation +12, Stealth +7
Inmunidades
Necrotic
Inmunidad a estados
Charmed, Frightened
Sentidos
Truesight 120 ft.
Percepción pasiva
15
Idiomas
Common
Desafío
16
Linaje
Cultist
Entorno
Baldur's Gate, underdark, Urban
FUE
20
+5
DES
14
+2
CON
19
+4
INT
18
+4
SAB
21
+5
CAR
24
+7

Rasgos

Proficiency Bonus

+5

Culling Aura

Constitution Saving Throw: DC 20, each Bloodied creature in a 30-foot Emanation originating from the scion at the end of the scion's turn. Failure: The target can't regain Hit Points until the start of the scion's next turn.

Legendary Resistance (3/Day)

If the scion fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Magic Resistance

The scion has Advantage on saving throws against spells and other magical effects.

Acciones

Multiattack

The scion makes two attacks, using Death Touch or Mindwrack Bolt in any combination.

Death Touch

Melee Attack Roll: +12, reach 5 ft. Hit: 25 (4d8+7) Necrotic damage.

Mindwrack Bolt

Ranged Attack Roll: +12, range 120 ft. Hit: 21 (6d6) Psychic damage and the target has the Poisoned condition until the start of the scion's next turn.

Spellcasting

The scion casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 20):

  • At will: Detect Thoughts, Dispel Magic
  • 2/day each: Dimension Door, Invisibility, Scrying
  • 1/day each: Circle of Death, Create Undead

Acciones legendarias

Legendary Actions (3/Turn)

Legendary Actions Uses: 3/Turn. Immediately after another creature's turn, the dead three scion can expend a use to take one of the following actions. The dead three scion regains all expended uses at the start of each of its turns.

recharge

3/TURN

Attack

The scion makes a Death Touch or Mindwrack Bolt attack.

Command

The scion casts Command (level 2 version), using the same spellcasting ability as Spellcasting. The scion can't take this action again until the start of its next turn.

Conjuros

Command, Detect Thoughts, Dispel Magic, Dimension Door, Invisibility, Scrying, Circle of Death, Create Undead

Otros datos

description

Inheritor of a Malevolent Deific Triumvirate Treasure: Relics

Some wicked mortals have bound their souls to Bane, Bhaal, and Myrkul and gained a portion of malevolent divine power from each. A scion of the Dead Three might have seized this power in a sinister ritual or had it thrust on them by an evil Artifact or a god's malevolent will. In any case, they possess cruelty, bloodlust, and necromantic power in equal measure and serve the Dead Three with their soul. A Dead Three scion leads cults to Bane, Bhaal, or Myrkul-and often to all three. Sometimes the scion commands a single cult with an uneasy mix of adherents of each god, but a scion might lead separate cults from the shadows, playing them against each other and coordinating their efforts to bring the greatest amount of misery to a region.

A Scion of the Three is an agent or cursed champion who draws macabre occult powers from the Dead Three—the malevolent trio of gods who were once power-hungry mortals from Baldur's Gate. This dark lineage manifests as bloodthirsty reflexes, teleportation abilities, and the capacity to strike terrifying fear into enemies. The lore surrounding these gods and their scions is rooted deeply in the history of Faerûn:

The Dark Ascension: Long before Dale Reckoning, Bane (the tyrant), Bhaal (the assassin), and Myrkul (the necromancer) made a pact to achieve godhood or die trying. They scoured the realms to steal the portfolio of Jergal, the Lord of the End of Everything. When Jergal willingly handed over his throne to them, they bickered over who would rule, deciding their domains by chance.

The Dead Three: They are known as the "Dead Three" because they were famously killed during the Time of Troubles, though they eventually returned. Bane governs tyranny and hatred, Bhaal oversees violence and murder, and Myrkul rules over the dead and decaying.

Scion Powers: Scions are most heavily concentrated in Baldur's Gate. Underground cults employ them as assassins and enforcers, though some scions are bound to their dark patron against their will via a curse. Mechanically, a scion can call upon these entities to gain specific resistances and spells. For example, they can channel Bane for psychic resistance, Bhaal for poison resistance, or Myrkul for necrotic resistance.