Equendia
A grief-wrought horror trails blackfrost rot, its despair aura freezing hope and paralyzing anyone unprepared for the encounter.
Equendia is a thing of grief made flesh, trailing blackfrost rot and a despair so total that the living go rigid just by drawing near. Where she walks, hope freezes before the cold does.
In play
Great Despair (aura, emotion, fear, incapacitation, mental, occult) 30 feet. Living creatures are frightened 1 while in Equendia's Great Despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave it. When a creature first enters the area, it must succeed at a DC 27 Will save (after taking the penalty from being frightened) or be paralyzed for 1d4 rounds. The creature is then temporarily immune for 24 hours.
Level 11
Perception +21 · Senses darkvision · Languages Common, Dwarven, Elven, Hallit, Necril, Skald · Skills Arcana +20, Astronomy Lore +20, Athletics +22, Deception +22, Occultism +22, Survival +21
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +7 | +4 | +5 | +5 | +4 | +7 |
| AC | Fort | Ref | Will |
|---|---|---|---|
| 31 | +22 | +21 | +21 |
HP 175 · Immunities bleed, cold, death effects, disease, paralyzed, poison, unconscious · Weaknesses fire 10
Speed 20 feet
Actions
- Melee Fist [Single Action] +24 (Agile, magical), Damage 2d8+13 bludgeoning plus 1d6 cold
- Ranged Composite longbow [Single Action] +22 (range 100 ft, deadly d10, propulsive, volley 30 feet), Damage 2d6+13 piercing