Skip to main content

Lady Slough




Legendary Waning Weeper


Nobles of the Waning Court - The beauty of ripe fruit blended with the breach within autumn’s long shadows, every noble of the waning court is a vision to behold. Black, pupilless eyes dominate their fine-boned faces while sharp teeth lurk behind plush lips. The faeries’ ears are pointed like an elf’s, but slightly shorter. This is due to the antelope-like horns spiraling from their temples, the base of which are riddled with red-stained honeycombs. Waning court nobles wear their hair long, often braided with bones and sticks, and is a color of fall leaves. Their skin tone can best be described as bloodless. Commonly, these fey wear leathers cured of eldritch animals, cloaks made from a nightmare or displacer beast pelts, black iron plates, and amber adornments with petrified insects within. Most find their mien more savage than aristocratic. Stray direflies are their constant companions, always buzzing cryptic prophecies as they crawl about.

Unlike other waning nobles, the waning weeper dons no armor. Instead, the woman wears a once-white dress soiled by grave dirt, undead secretions, and spilled blood. A veil of corpse colonist silk drapes around the blueblood's face and is affixed to her horns via amber growths. While the lace obscures the fey's features, her sinister beauty still translates with little lost. Nor does the waning weeper carry an armament befitting her rank. Her weapon, besides necromancy, is a rusted spade with a heft infested with direflies. Her crying never ceases, though it dies down during a conversation. The noblewoman can ramp her endless sobbing up to ear-splitting decibels and has a shriek that can rival a banshee's.

Party Ghoul. Swathed in a sultry, crimson dress as opposed the usual white of the waning weeper, Lady Slough is as quick to laugh as she is to sob. The life of the party, she gathers undead to her service instead of travelling from wake to wake. This rotting entourage roams the mortal plane under her direction pulling small communities into a destructive reverie full of debauchery and death. The latter replenishes Lady Slough’s ranks. She always sets up in the local cemetery or barrow and digs up the freshly dead to animate. Her shambling servants clean out mausoleums, stack headstones into tables and benches, and clear out the weeds. Only when the venue is ready does Lady Slough ‘invite’ the living to the celebration. If they have to be kidnapped by skeletons and zombies, that’s fine. Some mortals get a heroic streak, of course, but the highborn has supreme control of the dead leashed to her. She can even shuffle harm to her entourage members if needed.

Lady Sough

medium fey, lawful evil

Armor Class 18 (Fallen Grace)

Hit Points 127 (17d8 + 51)

Speed 30ft

Str 11 Dex 18 Con 16 Int 15 Wis 16 Cha 19

Saves Con +6, Wis +6

Condition Immunities charmed, exhaustion, frightened

Damage Resistances lightning, thunder, bludgeoning, piercing, slashing from non-magical weapons that aren’t silvered.

Senses darkvision 120ft, passive Perception 13.

Languages common, sylvan

Challenge 8 (3,900 XP)

Bitter Tears.

Any creature that starts its turn within 30ft of the waning weeper that is not deafened must succeed on a DC 15 Charisma save or succumb to depression and lethargy. An affected creature is slowed until the end of its turn. During this time and affected creature's speed is halved. In addition, an affected creature can't take reactions, and it can either take an action or a bonus action on its turn, not both.


While the weeper never stops crying it can activate and deactivate Bitter Tears as a bonus action. Constructs and Undead are immune to this effect.

Fallen Grace.

Lady Sough gains an Armor Class bonus equal to her Charisma as long as she is not Incapacitated, factored above.

Gravedigger.

Lady Sough has Advantage on attacks made with her Spade against creatures with a Disease and these attacks deal and addition 10 (3d6) necrotic damage.

Innate Spellcasting.

The waning weeper's spellcasting ability is Charisma (spell save DC 15, +4 to hit with spell attacks). She requires no material components to cast her spells.

At will: Animate Dead, Inflict Wounds, Toll the Dead

1/day each: Blight

Magic Resistance.

The fey has advantage on saving throws against spells and other magical effects.

Mourning Glory.

Undead creatures within 30ft of the waning weeper have Advantage on saves against any effect that turns undead.

Actions

Multiattack.

Lady Sough makes two attacks.

Spade:

Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 5) bludgeoning damage. In addition, a damage creautre must make a DC 14 Constitution save or contract Sewer Plague.

Wail:

Ranged Spell Attack: +7 to hit, range 60/120ft., one target. Hit: 10 (3d6) thunder damage.

Wake for the Dead (Recharge 6).

All creatures within 20ft must succeed on a DC 15 Charisma save or begin cavorting, dancing, and wailing in a twisted celebration for the dead for the next minute. An affected creature must use all its movement to celebrate without leaving its space. However, the creature can down a drink, eat several bites of food, or even drink a potion as a bonus action while celebrating; even if affected by the Bitter Tears ability above. At the end of each of its turns, an affected creature may repeat this save with the effect ending on success.

Other creatures had Advantage on attack rolls against an affected creature. Creatures immune to charm are immune to Wake for the Dead.

Reactions

Indebted Dead.

Lady Sough can use her reaction to move half of the damage from an attack source she can see to a friendly undead creature within 5 ft.

Legendary Actions

Lady Sough 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. Lady Sough regains spent legendary actions at the start of its turn.

Another Round (1 point).

Lady Slough drinks a potion, or one mug full of liquid.

Dig (1 action).

Lady Sough makes a Spade attack.

Dead Man's Party (2 point).

All friendly undead within 60ft make a Move.

Comments

Popular posts from this blog

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Crackle

A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature. Crackle Medium elemental, lawful neutral Armor Class 14 Medium elemental, lawful neutral Speed 30 ft Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18 Damage Resistances thunder; bludgeoning, piercing, and slashing ...