The Lathellas Court of Neverwinter Wood
The Neverwinter Woods are primarily under the reign of the Elves of the Lathellas Court. While the High Court runs the gamut of Elven lineage, the populace is primary Wood Elves. How to deal with outsiders is one of the primary political divides within the Court, dividing between those who see them as "Not the People" and those who see them as "the Not People."
After a series of unfortunate events, the Court finds itself in disarray. Estoran Xanador and his first six sons died in short window of time, leaving the seventh son, Varis, to take over. Comparatively untrained, Varis suddenly found himself married to a Human woman he had no connection with at the behest of his mother, Aureleth, before her disappearance. Fast-forward almost two decades later, his legal and bastard sons take off to go adventuring, leaving him behind to deal with his ice-queen wife alone. Unable to take it any longer, he ran away from home, leaving the Elven Court in the charge of an outsider Human. The Elves find themselves in an era of rapid change and adaptation as they contend with a cold, brutalist woman who's making needed changes and reforms to fix the broken systems with a Human urgency they can't comprehend.
Damage types can be Acid, Cold, Fire, Lightning, or Thunder
Takes no damage on successful DEX saves and reduces FALL damage by 40.
- •Flurry of Blows.1d8+4.
(Reach 3) 1d8+4, can Knockback 1. On Damage: Dazed.
- •Elemental Burst.
(Range 6, 4x4 Area) DC14 DEX save or 3d8+4, half on save.
Take 1d10 damage when damaging foe to deal max value to them instead of the value rolled.
- •Elemental Ray.
(Range 12) 2d10+10 Acid, Cold, Necrotic, or Poison, Knockback 1.
- •Elemental Burst (1/Round).
(Range 12, 6x6 Area) DC16 DEX save or 4d10+20 Acid, Cold, Necrotic, or Poison, half on save.
At 100 HP, Disintegrate. (Range 12) DC16 DEX save or 6d10+40 Force. On 0 HP: Monsters disintegrate, Heroes/Companions take +1 Wound, disintegrating if they take their last Wound. Magic Items are safely left behind.
Contingency Plan. Morgan is dying! 50 more damage and she dies. Until then, Lady Morgan covers herself with an illusory duplicate, turns Invisible, and uses her Legendary Turns to Move away to Cover, then Hide, and then cast Teleport. Meanwhile, the duplicate pretends to cast and maintain a defensive shield that causes all attacks to "miss."
Note: Lady Morgan's Heavy Armor is a passive damage reduction magic barrier instead of actual armor.
Out of Combat: Lady Morgan can cast Simulacrum, Symbol, and Teleport (converted from 5.5e) once per day.
Three illusory copies encompass your space. Attacks miss on a 3 or less. AoE attacks ignore this.
- Dazzling Strike (2x).2d8+5 ADV Piercing or Radiant.
On Crit: Allies gain Advantage on their next roll.
Varis wields a rapier for Dazzling Strike.
Attacks miss her on a 1 or 2, and she gains Advantage on her next attack against them.
- •Searing Slash (3x).
(Reach 3) 2d4v+5 Fire or Slashing.
- •Fire Spin.
(Reach 2, AoE) DC16 DEX save or 4d4+20 and Knockback 1, half damage only on save.
- •Lightning Strike.
(Reach 6) 2d4+30 Lightning. On Crit: Dazed.
Can't be Charmed, Dazed, Frightened, or Taunted. Melts into a puddle at 0 HP.
- •Elemental Ray (3x).
(Range 12) 1d10+10 Acid, Cold, Necrotic, or Poison damage.
- •Elemental Blast.
(Range 12, 6x6 Area) DC18 DEX save or 4d10+20 Acid, Cold, Necrotic, or Poison damage, half on save.
- •BLOODIED: Disintegrate (1 use).
(Range 12) DC18 DEX save or 6d10+40 Force damage. On 0 HP: Monsters disintegrate, Heroes/Companions take +1 Wound, disintegrating if they mark their last Wound. Magic Items are safely left behind.