Neraind The Blessed

CREATURE 19

unique ne medium angel celestial 

Cursed astral deva bound to Falaizakraern's service

Perception +35; crystal sense (imprecise) 30 feet, darkvision

Languages Celestial, Draconic, Infernal; tongues

Skills Acrobatics +35, Diplomacy +35, Intimidation +37, Religion +33

Str +10 Dex +6 Con +7 Int +6 Wis +6 Cha +8

Items +3 greater striking warhammer, +1 vorpal dagger

Crystal Sense Neraind automatically detects crystals or crystalline items within 30 feet.

AC  42; Fort +34, Ref +33, Will +31; +1 status to all saves vs. magic

HP 355; Weaknesses good 15; Resistances energy 5

Aura of Angry Crystals (aura, divine, transmutation, visual) 60 feet. Any creature that ends its turn in the aura while in possession of any crystals, gemstones, or other precious stones must attempt a DC 39 Fortitude save. Critical Success The creature is unaffected and is immune to the aura for 1 hour.Success The creature is unaffected.Failure The creature's crystals reverberate with Neraind's vengeful aura, sharpening at every corner and digging, as if powerfully magnetized, into the creature's flesh. The creature takes 4d6 piercing damage, plus 5 negative damage for every 2,000 gp the crystals are cumulatively worth (maximum 40 damage). The creature can't discard the crystals until they leave the aura or roll a successful save against it.Critical Failure As failure, but 8d6 piercing damage, plus 10 negative energy damage for every 2,000 gp of the crystals' value (maximum 80 damage). Neraind can deactivate or activate this aura using a single action, which has the concentrate trait.

Attack of Opportunity [R]

Speed 40 feet, fly 75 feet

Melee [>] warhammer +38 (magical, shove), Damage 3d8+20 bludgeoning

Melee [>] dagger +34 (agile, evocation, finesse, magical, thrown 10 feet, versatile s), Damage 1d4+20 piercing

Divine Innate Spells DC 39, attack +33; 9th nature's enmity, shattering gem; 8th shatter (×2); 7th blade barrier, divine decree, divine wrath, harm, unfettered pack, wall of ice; 4th discern lies (at will), meld into stone; 2nd invisibility (at will, self only); Cantrips (7th) light; Constant (5th) tongues

Stunning Strike [>] Requirements Neraind hit a foe earlier this turn with a weapon Strike; Effect Neraind makes a weapon Strike against the foe. On a success, the foe must succeed at a DC 41 Fortitude save or become stunned 1. On a critical failure, the foe is stunned 2 instead.

Crystallize Blood [>>] (divine, transmutation) Neraind channels her warped powers over crystals through her blade and into a creature's body, partially crystallizing its blood. Neraind makes a melee dagger Strike. On a hit, the creature takes damage as normal and must also roll a DC 41 Fortitude save. Critical Success The creature is unaffected.Success The creature is drained 1.Failure The creature is drained 1, plus slowed 1 for 1 round.Critical Failure The creature is drained 2, plus slowed 1 for 1d4 rounds.

AoE6, page 39.

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