Sezruth (1-2)
Level 3Attacks
Abilities
The Usij cultists' blood magic strengthens Sezruth. He begins with 2 Blood Points from sacrifices just before the PCs arrived, and gains 1 additional Blood Point for each time the empowered blood hazard is activated in area B. The adjustments are not cumulative.
1-2 Blood Points Sezruth gains 5 temporary Hit Points.
3-4 Blood Points Sezruth gains 5 temporary Hit Points. Sezruth is Quickened and can use the extra action to Stride toward or Strike the foe it is aware of with the highest Charis
While aghashes hate all mortals, they particularly despise beautiful objects and beautiful or charismatic mortals. When not in physical peril, an aghash is compelled to destroy art and other works of beauty. An aghash can't enter an area of pristine beauty without first marring it in some way. Given a choice, an aghash attacks a foe with the highest Charisma score first. If barred from doing so by force or some magical effect, they take 1d6 mental damage at the end of their turn
The aghash fixes their gaze on one creature they can see within 20 feet. The creature must attempt a DC 19 will save
Critical Success The creature is unaffected.
Success The creature takes 2d4 mental damage and becomes Frightened 1.
Failure The creature takes 4d4 mental damage and becomes either Frightened 2 or Stunned 1 (the aghash's choice).
Critical Failure The creature takes 8d4 mental damage and becomes Frightened 2 and Stunned 2.
Frequency once per day
Effect The aghash creates a temporary sandstorm in a 30-foot area that lasts for 5 rounds. Creatures within the emanation take a –4 circumstance penalty to Perception checks and must succeed at a DC 17 fortitude save. On a failure, they're forced to hold their breath or else they start suffocating. A creature within the sandstorm at the end of its turn takes 1d4 slashing damage. Divs are immune to all effects of an aghash's sandstorm.
Effect: Sandstorm