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.