Sunshadow Monastery
Based in the peaks of the Spine of the World, the Sunshadow Monastery trains those who are willing to brave the journey and arduous cold to prove their worth. Using ancient Gates, they connect to hidden satellite dojos across the continent.
Attacks miss her on a 1 or 2 and immune to FALL damage.
Resistance to Cold, Fire, Lightning, and Poison.
- •Rush Strike.
Move 6, then 1d12+6 Force (2x). (becomes Ooze Strike while in Last Stand)
- •Fire Ray.
(Range 8), 3d12+6 Fire. (becomes Ooze Shot while in Last Stand)
- •Explosive Arts.
4d12+20 Force, Knockback spaces = Primary die. On Crit: Move becomes 0 for next Turn. (becomes Ooze Slam while in Last Stand)
At 240 HP, Valkaria casts off her armor. She becomes Unarmored, Rush Strike and Speed increases spaces to 10, Agile Acrobat now causes misses on 1, 2, or 3, and she gains Ooze Spear.
Ooze Spear. (All Creatures within Reach 6 of the chamber walls) DC18 DEX save or 3d12 Necrotic.
Valkaria is dying and the Abyssal Ooze (the remnants of K'nyltar, the Demon Lord of Parasites) takes over! 160 more damage and she's defeated and the Abyssal Ooze dies (Valkaria's fate is up to the Heroes). Until then, the Abyssal Oozes take over her form, exchanging her Resistances for Necrotic immunity, giving her Heavy armor, all attacks are reflavored to deal Necrotic, and gains Ooze-Pull.
Ooze Pull. Move 5, then (Reach 3, AoE, each Creature in path) DC18 STR save or Pull up to 2 spaces and 4d12+20 Necrotic, half damage only on save.
At 80 HP left, Valkaria can briefly act through the Ooze, which she uses to grant the Heroes a boon. Heroes can now use an Action once per Turn to spend and roll a Hit Die and recover +1d12 HP/clear 1 Wound.
This Boss Fight is split into seven 80 HP stages. The fight takes place in a "Boss Room" within the Abyss that was formerly controlled by Yeenoghu but was left unattended for centuries. It has since been slowly accumulating Abyssal Ooze, which Valkaria has been learning to control in her bid to gain enough power to challenge her enemies.
Phase 1 (400 HP): Shock - Start the fight as her fully armored, masked version known as the Red Death. She focuses on Rush Strike and Explosive Arts. Rush Strike is made with a Longsword.
Phase 2 (320 HP): Denial - The Heroes knock off her hood and mask, revealing her to be a "friendly" NPC the Heroes already know (in my case Valeria, a member of the Sunshadow Monastery). She now adds Fire Ray into the rotation now that her known identity has been revealed.
Phase 3 (240 HP): Anger - Valeria reveals her true identity as Valkaria, a Cambion from the Hells who's on a revenge mission against her mother and everyone else involved in her father's death. She continues to use her current full arsenal.
Phase 4 (160 HP, Bloodied): Bargaining - Valkaria sheds her Armor, realizing that it's slowing her down too much. She also now uses the Abyssal Ooze covering the chamber to strike out at Heroes that get too close to the walls.
Phase 5 (80 HP, Bloodied): Depression - Valkaria's fight becomes more desperate, tossing away her sword and prioritizing moving in and pummeling with her fists with Rush Strike.
Phase 6 (Last Stand, 160 HP left): Losing Control - Valkaria becomes weak enough that the Abyssal Ooze reveals itself to be K'nyltar, the surviving remnant of the Demon Lord of Parasites, and takes over Valkaria, controlling her and becoming her Armor. Valkaria's special attacks are replaced with Ooze attacks. The Abyssal Ooze will prioritize the Ooze Spears from the wall and the new Ooze-Pull to snag and pull Heroes close to slice for Necrotic damage.
Phase 7: (Last Stand, 80 HP left): Will They Stand or Fall? - The Abyssal Ooze has taken enough damage that Valkaria is able to peek through and use the last remnants of her control to enable the Heroes to spend Hit Dice for recovery during the battle.
Battle Quotes:
Phase 2 - (to self) "No. It’s not too late. It’s never too late! Magic is far too convenient for it to be too late!"
Phase 3 - (about motivation) “They took everything from me! Dad’s dead! Mother’s complicit! Baator’s responsible! Celestia and Faerie deny me vengeance, retribution! As a professional courtesy, you’ve been spared ‘til now, but if you continue to impede me, then I’ll have no choice but to remove you, too!”
Phase 4 - (about Celestia/Angels) “I was too weak. If only I had enough power, I could force them to listen to me! To look in the mirror and see how they’ve perverted the very justice they claim to uphold! Hypocrites! Looking down on me simply because I’m Fiend by blood. Dad had every right to be saved, but they did nothing but sit idly by!”
Phase 5 - (about Dad) “Dad was an honest accountant, and what did that get him! Worked to death by cruel masters! Unable to raise me when Mother left! Unable to protect me when my peers crushed and tore off my wings! I can’t fail! I can’t fail him again!”
Phase 6 - Abyssal Ooze at beginning of last stand:
(to Valkaria) “Weak. I thought you had a spine, but no matter. I’ve received what I need.”
(to Heroes) “Arise, mortals! Rise, all! For the rebirth of the K'nyltar, Demon Lord of Parasites, is at hand! Kneel and grovel before your new king!”
Attacks miss her on a 1 or 2 and immune to FALL damage.
Resistance to Cold, Fire, Lightning, and Poison.
- •Rush Strike.
Move 6, then 1d12+6 Force (2x). (becomes Ooze Strike while in Last Stand)
- •Fire Ray.
(Range 8), 3d12+6 Fire. (becomes Ooze Shot while in Last Stand)
- •Explosive Arts.
4d12+20 Force, Knockback spaces = Primary die. On Crit: Move becomes 0 for next Turn. (becomes Ooze Slam while in Last Stand)
At 240 HP, Valkaria casts off her armor. She becomes Unarmored, Rush Strike and Speed increases spaces to 10, Agile Acrobat now causes misses on 1, 2, or 3, and she gains Ooze Spear.
Ooze Spear. (All Creatures within Reach 6 of the chamber walls) DC18 DEX save or 3d12 Necrotic.
Valkaria is dying and the Abyssal Ooze (the remnants of K'nyltar, the Demon Lord of Parasites) takes over! 160 more damage and she's defeated and the Abyssal Ooze dies (Valkaria's fate is up to the Heroes). Until then, the Abyssal Oozes take over her form, exchanging her Resistances for Necrotic immunity, giving her Heavy armor, all attacks are reflavored to deal Necrotic, and gains Ooze-Pull.
Ooze-Pull. Move 5, then (Reach 3, AoE, each Creature in path) DC18 STR save or Pull up to 2 spaces and 4d12+20 Necrotic, half damage only on save.
At 80 HP left, Valkaria can briefly act through the Ooze, which she uses to grant the Heroes a boon. Heroes can now use an Action once per Turn to spend and roll a Hit Die and recover +1d12 HP/clear 1 Wound.
Attacks miss on a 1 or 2 against her, immune to FALL damage, and All Saves++.
- •Slither Wind Strike (2x).
(Reach 2) 2d10+10, Poisoned (healing ends). THEN:
- •Heal or Harm.1d10 Necrotic.
or 1d10 healing to one Creature.
Slither Wind is the name of her bo staff that can segment to become a nunchaku or a like a whip.
Attacks miss her on a 1, 2, or 3, and immune to FALL damage.
Resistance to Cold, Fire, Lightning, and Poison.
- •Crusher Strike (4x).1d12+6 Force.
Knockback 2.
- •Fire Ray (2x).3d12+6.
(Range 8) 3d12+6 Fire.
- •Plane Shift (1 use).
(Valeria and up to 8 willing Creatures) Transport to a different plane of existence, either to a general area or a specific known teleportation circle.
Attacks miss on a 1 or 2 against him, immune to FALL damage, and All Saves ++
- •Dragonsight Shot.
(Range 12, 8x8 Area) Reveal Hidden and Covered targets until the end of his next Turn.
- •Storm Splitter.
(Cone 4) DC20 DEX save or 5d10+5 Piercing or Lightning, half on save.
- •Lightning Arrow.
(Range 12, Move 0 this Turn) 5d10a+20 Piercing or Lightning, ignores Cover/Defense.
Attacks miss her on a 1or 2 and immune to FALL damage.
Resistance to Cold, Fire, Lightning, and Poison.
- •Slasher Strike (4x).1d12+6 Force.
- •Forceful Kick.4d12+20 Force.
Knockback spaces = Primary die. On Crit: Move becomes 0 for next Turn.
- •Plane Shift (1 use).
(Valeria and up to 8 willing Creatures) Transport to a different plane of existence, either to a general area or a specific known teleportation circle.