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2016-01-24, 12:02 PM
Marzanna (http://dungeonsanddrawings.blogspot.co.uk/2010/12/marzanna.html)
Medium Fey, Chaotic Evil
Hit Points 59 (9d8+18)
Speed 30ft, Swim 30ft
AC 16 (Natural Armour)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
21
12
14
14
13
13
+5
+1
+2
+2
+1
+1
Saving Throws Constitution +5, Dexterity +4, Wisdom +4
Skills Perception +7, Arcana + 5, Nature +5, Stealth +4
Senses Darkvision 90ft, Passive Perception 17
Damage Immunities Cold
Damage Vulnerabilities Fire
Languages Common, Sylvan, Giant
Challenge Rating 5 (1800 Xp), 7 (2900 Xp) as part of a coven.
Magic Resistance The marzanna has advantage on saving throws against magic and other spell like effects.
Innate Spellcasting The marzannas innate spellcasting ability is Intelligence (Spell save DC 13, Spell Attack Bonus +5. She can cast the following spells, requiring no material components
At will Dancing Lights, Ghost Sound, Obscuring Snow, Pass Without Trace, Ray of Frost
3/24 hours Alter Self, Bestow Curse, Numbing Sphere, Wall of Ice
1/24 hours Ice Storm
1/Week Control Weather, Nightmare.
Actions
Attack The marzanna makes two melee attacks with her claws
Claw Melee Weapon Attack, +9 to hit, range 5ft
Hit 2d6+5 Slashing Damage
Rend If the marzanna hits with both claw attacks, it latches onto the opponents body and tears at the flesh, dealing an extra 2d6 of damage.
Dreadful Eye Three times a day, a marzanna can cast her dire gaze upon any single creature within 30ft. The target must succeed on a DC13 Wisdom save or become frightened for 1d6 rounds.
The embodiment of the death that winter brings, the marzanna is a type of hag that enjoys the taste of human flesh, and often employs frost giants and ogres to do its bidding. Pale of skin and ugly of visage, the marzanna prefers to let others fight for her, but can easily step in and freeze creatures solid with her innate arcane abilities.
Marzannas are bribed by peasants in order for them not to end up frozen in the grip of icy winter, and often these consist of furs, which the marzanna wears over her body until they are tattered and torn.
Obscuring Snow
2nd level Conjuration
Casting Time 1 action
Range Self
Components V, S
Duration 1 hour
A swirling snow vapour arises around you in a cloud 30ft high and with a 30ft radius, and follows you from that point on. The snow obscures all sight, including Darkvision, beyond 5 feet. A creature that distance away has disadvantage on attack rolls made against it, as do creatures in the snow vapour.
A strong wind (20 mph plus) disperses the snow in 4 rounds, and a very strong wind (31 mph) disperses the snow in one round. A fireball, flame strike or similar spell burns away the snow in the explosive or fiery spells area. A Wall of Fire burns away the snow in the area into which it deals damage.
This spell does not function underwater.
Numbing Sphere
2nd level Evocation
Casting Time 1 action
Range 120ft
Components V, S, M(bit of sponge and a drop of water)/DF
Duration Concentration, up to 1 minute
A sphere of intense cold energy rolls in whichever direction you point and damages those that it strikes. The sphere moves at a speed of 30ft per round and can ascend up to 30ft to strike a target. If it enters a space with a creature, it deals 3d10 of cold damage on a failed Dexterity save.
The sphere rolls over barriers less than 5 feet tall, and instantly freezes water it encounters in 5ft cube sections, creating chunks of ice in large bodies of water.
The sphere is unable to push aside unwilling creatures or batter down large obstacles, and it vanishes if it exceeds the spells range.
Medium Fey, Chaotic Evil
Hit Points 59 (9d8+18)
Speed 30ft, Swim 30ft
AC 16 (Natural Armour)
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
21
12
14
14
13
13
+5
+1
+2
+2
+1
+1
Saving Throws Constitution +5, Dexterity +4, Wisdom +4
Skills Perception +7, Arcana + 5, Nature +5, Stealth +4
Senses Darkvision 90ft, Passive Perception 17
Damage Immunities Cold
Damage Vulnerabilities Fire
Languages Common, Sylvan, Giant
Challenge Rating 5 (1800 Xp), 7 (2900 Xp) as part of a coven.
Magic Resistance The marzanna has advantage on saving throws against magic and other spell like effects.
Innate Spellcasting The marzannas innate spellcasting ability is Intelligence (Spell save DC 13, Spell Attack Bonus +5. She can cast the following spells, requiring no material components
At will Dancing Lights, Ghost Sound, Obscuring Snow, Pass Without Trace, Ray of Frost
3/24 hours Alter Self, Bestow Curse, Numbing Sphere, Wall of Ice
1/24 hours Ice Storm
1/Week Control Weather, Nightmare.
Actions
Attack The marzanna makes two melee attacks with her claws
Claw Melee Weapon Attack, +9 to hit, range 5ft
Hit 2d6+5 Slashing Damage
Rend If the marzanna hits with both claw attacks, it latches onto the opponents body and tears at the flesh, dealing an extra 2d6 of damage.
Dreadful Eye Three times a day, a marzanna can cast her dire gaze upon any single creature within 30ft. The target must succeed on a DC13 Wisdom save or become frightened for 1d6 rounds.
The embodiment of the death that winter brings, the marzanna is a type of hag that enjoys the taste of human flesh, and often employs frost giants and ogres to do its bidding. Pale of skin and ugly of visage, the marzanna prefers to let others fight for her, but can easily step in and freeze creatures solid with her innate arcane abilities.
Marzannas are bribed by peasants in order for them not to end up frozen in the grip of icy winter, and often these consist of furs, which the marzanna wears over her body until they are tattered and torn.
Obscuring Snow
2nd level Conjuration
Casting Time 1 action
Range Self
Components V, S
Duration 1 hour
A swirling snow vapour arises around you in a cloud 30ft high and with a 30ft radius, and follows you from that point on. The snow obscures all sight, including Darkvision, beyond 5 feet. A creature that distance away has disadvantage on attack rolls made against it, as do creatures in the snow vapour.
A strong wind (20 mph plus) disperses the snow in 4 rounds, and a very strong wind (31 mph) disperses the snow in one round. A fireball, flame strike or similar spell burns away the snow in the explosive or fiery spells area. A Wall of Fire burns away the snow in the area into which it deals damage.
This spell does not function underwater.
Numbing Sphere
2nd level Evocation
Casting Time 1 action
Range 120ft
Components V, S, M(bit of sponge and a drop of water)/DF
Duration Concentration, up to 1 minute
A sphere of intense cold energy rolls in whichever direction you point and damages those that it strikes. The sphere moves at a speed of 30ft per round and can ascend up to 30ft to strike a target. If it enters a space with a creature, it deals 3d10 of cold damage on a failed Dexterity save.
The sphere rolls over barriers less than 5 feet tall, and instantly freezes water it encounters in 5ft cube sections, creating chunks of ice in large bodies of water.
The sphere is unable to push aside unwilling creatures or batter down large obstacles, and it vanishes if it exceeds the spells range.