Erven Phi (5e Creature)

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Erven Phi[edit]

medium humanoid (Genasi), good neutral


Armor Class 21 (jeweled leather armor and gold shield)
Hit Points 265 (25d10 + 125)
Speed


STR DEX CON INT WIS CHA
25 (+7) 20 (+5) 20 (+5) 15 (+2) 14 (+2) 16 (+3)

Saving Throws Str. +13, Con. +11, Wis. +8, Cha. +9
Skills acrobatics +11, perception +8, persusasion +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, cold, poison
Condition Immunities charmed, frightened, petrified, poisoned
Senses passive 18, darkvision 60 ft
Languages Common, Elvish, Ignan, Primodial
Challenge 25 (75,000 XP)


Fire Queen Transformation. Erven Phi can take 10 minutes to activate her deep ancient elemental blood and transform into a near unstopable form of herself that is surrounded by flames of destruction.

Special Equipment. Erven Phi is equipped with jewled leather armor (AC = 13 + dex mod), a gold shield (AC + 3), and an inferno scimitar which deals an extra 30 (4d8 + 11) fire damage on a hit. All of those items have at least one magical enchantment.

Legendary Resistance (1/Day). If Erven fails a saving throw, she can choose to succeed instead.

Magic Resistance. Erven has advantage on saving throws against spells and other magical effects.

Elemental Adept. All fire damage that is caused by Erven ignores fire resistance and makes treats creatures with fire immunity like they had fire resistance. Erven can also treat any 1 on fire damage die as a 2.

Dueling. When Erven is wielding a melee weapon in one hand and no other weapons, she gains a +2 bonus to damage rolls with that weapon.

Second Wind. Erven has a limited well of stamina that she can draw on to protect herself from harm. On her turn, she can use a bonus action to regain hit points equal to 26 (1d10 + 20). Once she uses this feature, she must finish a short or long rest before she can use it again.

Action Surge. On her turn, Erven can take one additional action. She can use this feature twice before a rest, but only once on the same turn.

Fighting Spirit. As a bonus action on her turn, she can give herself advantage on all weapon attack rolls until the end of the current turn. When she does so, she also gains 15 temporary hit points. She can use this feature three times. She regains all expended uses of it when she finish a long rest.

Elegant Courtier. Feature description

Indomitable. Erven can reroll a saving throw that she fails. If she does so, she must use the new roll, and she can use this feature three times between long rests.

Tireless Spirit. When Erven rolls initiative and have no uses of Fighting Spirit remaining, she regains one use.

Rapid Strike.If she take the Attack action on her turn and has advantage on an attack roll against against one of the targets, she can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. she can do so no more than once per turn.

Strength Before Death. If Erven takes damage that reduces her to 0 hit points, she can use her reaction to delay falling unconscious, and she can immediately take an extra turn. While she has 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill her. When the extra turn ends, she falls unconscious if she still have 0 hit points.

Innate Spellcasting. Erven's innate spellcasting ability is Constitution (spell save DC 17, +9 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: produce flame, burning hands, fireball, wall of fire

2/day each: fire storm, haste

Limited Magic Immunity. Erven cannot be affected or detected by spells of 2th level or lower unless it wishes to be. She has advantage on saving throws against all other spells and magical effects.

ACTIONS

Extra Attacks Erven makes four attacks:

Inferno Scimitar. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 30 (4d8 + 11) fire damage and 15 (1d6 + 11) slashing damage.

REACTIONS

Parry Erven adds 6 to her AC against one melee attack that would hit it. To do so, Erven must see the attacker and be wielding a weapon or shield.

LEGENDARY ACTIONS

The Erven Phi can take 2 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 Erven Phi regains spent legendary actions at the start of its turn.

Heat Wave. Erven creates a blast of heat within 60 feet of himself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 9 (2d8) fire damage. Each creature in the area must make a DC 21 Constitution saving throw or gain one level of exhaustion.

Erven Phi was born from the Birthing Furnace as a Genasi, she met the one who activated the artifact whose name is Merlin Ambrosius. He examined her and noticed she had great potential and even enough talent that she could be considered more of an Elemental than a Genasi. She then joined his group of students called the "100 Heroes", as she learned techniques to bring out her Fire Elemental powers where she unlocked a powerful transformation that can burn a country to the ground. The transformation led her to become "The Fire Queen".



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