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Lady of Pain - SB

The document details the Lady of Pain, a powerful celestial being with high armor class, hit points, and various magical abilities. She can cast spells at will, has immunity to many conditions, and can control portals in her domain, Sigil. Additionally, she possesses unique actions and legendary actions that can inflict significant damage or manipulate the environment and her enemies.
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0% found this document useful (0 votes)
15 views9 pages

Lady of Pain - SB

The document details the Lady of Pain, a powerful celestial being with high armor class, hit points, and various magical abilities. She can cast spells at will, has immunity to many conditions, and can control portals in her domain, Sigil. Additionally, she possesses unique actions and legendary actions that can inflict significant damage or manipulate the environment and her enemies.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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https://youtu.be/yh3SXA-uhfc?

si=lUOP4FT3XNX37_Cu

Lady of Pain Huge Celestial, Lawful Neutral


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Armor Class 32 (natural armor)
Hit Points 4000 (can’t take damage from a source that totals less than 20 damage)

Speed 40 ft., fly 80 ft. (hover)


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STR DEX CON INT WIS CHA
31 (+10) 32 (+11) 38 (+14) 42 (+16) 35 (+12) 37 (+13)
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Saving Throws Dex +21, Con +24, Int +26, Wis +22, Cha +23
Damage Immunities any damage not dealt with a +3 weapon or spell focus
Condition Immunities blinded, charmed, deafened, frightened, poisoned,
stunned, paralyzed, cursed
Senses passive Perception 42 ft., darkvision 120ft., truesight 120 ft.
Languages all
CR 35
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Spellcasting. Spellsave DC 37 (34 natural). She can cast any spell at will. 5th level
and lower spells can be cast as bonus actions. 10th level spell: Omega Annihilation:
240 feet line, 10 feet radius. Everything hit by this is completely annihilated. As they
feel the disintegration hit, creatures can perform a DEX ST at disadvantage to try and
prevent being utterly disintegrated. If you die, roll 1d20. On a 1-2-3, your soul is also
disintegrated.

Mage mind: The Lady of Pain can hold concentration on any number of spells at
the same time and cannot lose concentration, unless she has no more stacks of ‘’My
Home, My Magic’’.

Advantageous preparation. LoP is always prepared and has foresight cast on her
before she arrives.
Bonuses. The LoP has 2 bonus actions.

Discorporation. When the Lady of Pain drops to 0 hit points or dies in Sigil, her
body is destroyed but her essence stays in the mazes of Sigil and she is unable to take
physical form for 3 days.

My Home, My Magic (20/Day). The Lady of Pain can elect to thwart a spell of a
creature she can see before she rolls a saving throw, spending one charge. If the
creature she has thwarted wants (or any creature within 60 feet on the LOP), it can
perform a DC 20 check using only its spellcasting ability modifier (if it doesnt have
one, take a mental stat at random every time). On a success, they gain a thwart
token. If they succeed on a DC 25, the Lady of Pain must spend 4 additional charges
per thwart. On a miraculous DC 30, the spell goes through. On a failure, the creature
gains a vulnerability. This can overcome immunities and resistances, making them a
vulnerability. Lasts until the next short rest. 1: Force 2: Necrotic 3: Fire 4: Cold
5: Poison 6: Lightning 7: Thunder 8: Psychic 9: Radiant 10: Roll twice on this
table.

Magic Weapons. The attacks of the Lady of Pain are magical.

Magic Immunity. Unless she wishes to be affected, the Lady of Pain is immune to
spells of 6th level or lower, as long as she is in Sigil. She has advantage on saving
throws against all other spells and magical effects.

Regeneration. The Lady of Pain regains 250 hit points at the start of her turn.

Portal Control. The Lady of Pain controls all Portals in Sigil. She can choose to to
close or open them at will, even closing them forever. She is also able to create new
Portals at will.

Actions (spell or inflict pain + 1 spell of 5th or lower as BA)


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Inflict Pain. The Lady of Pain makes three attacks with her gaze. Ranged Spell
Attack: +29 to hit, range 600ft., one, two or three targets. Hit: 85 damage of one of
the following types (Lady of Pain’s choice): acid, cold, fire, force, lightning, radiant,
or thunder.

The LoP’s critical hits are always critical hits.


Legendary Actions (10)
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Flaying Glance (Costs 6 Actions). The Lady of Pain targets one creature she can
see within 60 feet. The target must succeed on a DC 37 Constitution saving throw or
be flayed, taking 250 force damage, it has to succeed on a DC 37 (WIS OR CON OR
CHA OR STR) again or die from the shock, if it still alive.

Banished to the Mazes (Costs 3 Action). The Lady of Pain warps the city
around the target, it has to succeed on a DC 37 Wisdom saving throw or be lost in a
pocket dimension of an everexpanding maze. This can be cancelled by a thwart
token.

Lady’s Shadow (1): A creature in the Lady of Pains shadow has to succeed on a DC
37 Dexterity saving throw or take 64 magical damage. Creatures that drop to 0 hit
points are disintegrated.

Portal Control (7): The Lady of Pain can close all Portals in Sigil to divine
energies. Any God of Greater or lower divine rank within the City of Doors has to
succeed on a DC 37 Wisdom saving throw or be killed instantly, even if the God is
only represented through an Avatar. The resulting feedback creates an explosion
around the God/Avatar in a 90-foot radius. Each creature in that area must make a
DC 25 Constitution saving throw, taking 125 radiant damage on a failed save, or half
as much damage on a successful one. Each Priest of the God, wherever he is, as long
as he can receive Spells, has to succeed on a DC 45 Wisdom saving throw or be killed
instantly from the feedback.

Teleport. The Lady of Pain magically teleports, along with any equipment she is
wearing or carrying, up to 120 feet to an unoccupied space she can see.

Cold Burst (Costs 2 Actions). The Lady of Pain emits magical, divine energy.
Each creature of her choice in a 10 -foot radius must make a DC 37 Dexterity saving
throw, taking 50 fire damage plus 50 cold damage on a failed save, or half as much
damage on a successful one.

Your Magic is not Welcome (costs 6). The LoP takes her powers to make a
magical item crack and break until all magic leaves it. Artifacts and items created in
the forge of a god are not affected by this.
________________________________________________
Should the Lady of Pain ever gain enough Worshippers she will become a goddess
again and the City will cast her out, seeking a new Host. She would need a massive
following.

Initiative 20: Power word kill on all. You can dodge the effect by expanding a thwart
token. The LoP regains 3 stacks of ‘’My home, my magic’’ if she is in Sigil.

A small group that worships her would be enough to reduce her magical powers, but
grant 1d10 of radiant damage to all her damage outputs per point of spellsaveDC lost.

Round 1: Casts her 11th level spell = map 1 (astral plane) +

Round 2: Casts her 10th level spell + map 2 (negative energy plane, she can only
handle 1 round without negative clapbacks) +
Round 3: Inflict pain + map 3 (shadowfell, healing halved, for her too) + memory rot

Round 4: Casts her second 10th level (if she doesn’t have it, cast a 9th) + map 4
(Elemental plane of Earth).
Round 5: ( if anyone is

low af) +
on 3 people + map 5 (can’t heal at all here
and poison for people who breath).

WHEN AT HALF HP:

Spells:

11

Requires a sliver of your soul that you lose forever. Dolore’s transportation: Brings
you and any creature within a 10 mile radius into another plane of your choice. This
can be repeated later as a bonus action. Concentration 1 hour.
10
- Omega Annihilation: 240 feet line, 10 feet radius. Everything hit by this is
completely annihilated. As they feel the disintegration hit, creatures can
perform a DEX ST at disadvantage to try and prevent being utterly
disintegrated. If you die, roll 1d20. On a 1-2-3, your soul is also disintegrated.
- Absolute Counterspell
- Tolodine's Killing Winds: tenth circle. It is a save-or-die, with the ability to
impose penalties on target's saving throws. It has a range of 100 yards per
level and lasts for 1 hour per level. A great way to depopulate entire countries
with one casting or two; (ICE)
Zariel

● I am NOT a paladin: Allies within 50 feet of Zariel have a bonus to saving


throws equal to her Charisma modifier and cannot be frightened when you are
conscious.
● Told you I wasn’t: Zariel can use Divine Intervention once per day. If the
intervention is successful, she cannot use this feature for 1d6 days.

Under the watchful gaze of Ilanor the Hopeful: God of Destiny, Hope and
Second Chances

● Privileged connection to the Tree of life: You have a pool of 25 ‘’Breath of Life’’
tokens as a party. These tokens cannot be spent while being in Sigil, as the
influence of the gods is extremely limited.
○ At the start of your turn, if you are in a location or a plane that cannot
sustain life, you can expand a token as a reaction to grant you the
natural means to survive until the beginning of your next turn.
○ You can, as an action, spend 3 tokens from the pool to cast revivify on
an ally.
○ You can, as an action, reduce your maximum hit points by half to add 5
tokens to the pool, sharing your own vital essence to the benefits of the
party. This reduction lasts until the next long rest, even if you die and
are brought back.

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