Summary[]
Once a Malenti spy for Baron Nurzaghur, Annia Kerymnodel infiltrated the Sea Elf ranks and became an elite soldier of theirs. This lead to her being called to help an adventuring party to assassinate various important figures in the Scale Queen army, and eventually the Scale Queen herself. She betrayed the Baron, slaying him in the process. After the party slew the Scale Queen she joined Mildrow's pirate crew, becoming his right hand woman.
Powers and Stats[]
Tier: 8-C
Name: Annia Kerymnodel
Origin: D&D Homebrew
Gender: Female
Age: At least 70
Classification: Sahuagin, Malenti Echo Knight, Ex-Elite Soldier, "Goddess of Dolphins", Reef Shark, Dragonskull Pirates Right Hand Woman
Powers and Abilities:
Superhuman Physical Characteristics, Longevity (As a Malenti Annia can live up to 250 years), Underwater Breathing (Type 1; Shown here), Enhanced Senses (Has night vision and a potent sense of smell), Self-Sustenance (Type 3; Can replicate Elven Trance[1]), Statistics Amplification (Via Blood Frenzy), Limited Animal Manipulation (Via Shark Telepathy)
Weapon Mastery (As a fighter Annia is skilled in using a multitude of weapons[2]), Self-Healing (Via Second Wind[3]), Statistics Amplification (Via Action Surge[3]), Damage Boost (Via Great Weapon Master[4]), Causality Manipulation (Echo Knights manifest versions of themselves from unrealized timelines in order to fight[5]), Teleportation (Via Manifest Echo[5]), Self-Perception Manipulation (Via Echo Avatar[5])
Underwater Breathing (Type 3; Via Ring of Swimming[6]), Statistics Amplification (Via Cloak of Protection[7]), Non-Physical Interaction (Has magical weapons which allow her to hit intangible and incorporeal beings), Creation (Owns a Blue Alchemy Jug, letting her to generate several gallons of various substances per day), Supernatural Luck (Via Stone of Good Luck (Luckstone)[8]), Summoning (Via Elemental[9] Gem (Emerald)[10]), Vehicular Mastery (Is skilled at driving various medieval land vehicles), Social Influencing (Is adept at lying, with her and Mildrow managing to fool fellow Malenti into thinking she'll help them to murder the rest of her party, instead turning the table on them)
Attack Potency: Building level (Superior to the likes of Zinrun, who could destroy a tower's floor)
Speed: Subsonic (On par with the likes of Mildrow), higher movement speed underwater (The Ring of Swimming makes her swimming speed faster than her on land one)
Lifting Strength: Class 5 (Due to having a strength score of 18 she is on par with enemies who managed to rip their own arms off)
Striking Strength: Building level
Durability: Building level
Stamina: Superhuman (Comparable to other adventurers who can keep fighting after losing limbs)
Range: Extended Melee Range via weaponry, Several Meters via Manifest Echo, Tens of Meters via throwing javelins, Hundreds of Meters via Echo Avatar
Standard Equipment: Maul, four javelins, food rations, splint armor, Cloak of Protection, Blue Jug of Alchemy, Ring of Swimming, Luckstone, Elemental Gem (Emerald)
Intelligence: Gifted (Has a charisma, intelligence, and wisdom scores of 12 which makes her generally smarter, wiser, and well-spoken than the average person. She is also specifically adept at lying, and is knowledgeable about magic), Genius in combat (As a fighter Annia is skilled in using practically all weapons and armor types, with her racial trance allowing her to gain new weapon proficiencies. Is one of the elite soldiers of the elf-sea army, with her surviving multiple deadly battles)
Weaknesses: Her echo can not stay more than 30 feet away from her for more than a few seconds before disappearing without Echo Avatar. Echo Avatar lasts for only 10 minutes and while active Annia herself is blind and deaf. Her dexterity is extremely poor, although her various magic items help it out.
Notable Attacks/Techniques:
- Blood Frenzy: As a Sahuagin Annia has an extremely potent sense of smell, allowing her to detect any enemy that is currently bleeding within 60 feet of her. She is even able to pinpoint if they're below half their HP. Furthermore, she can gain an advantage to hit on enemies below half health.
- Shark Telepathy: Sahuagins have a natural affinity with sharks, being able to communicate with them telepathically and be able to far more easily tame them.
- Trance: As a Malenti Annia does not need to sleep, she can gain the benefits of sleep through a 4-hour meditative trance.
- Base Class
- Action Surge: As a Fighter Annia can push herself into a burst of speed, giving her an extra action once per fight.
- Second Wind: Annia can draw from a well of stamina to heal herself in the middle of battle, with it being limited to one use per fight if she rests between fights.
- Echo Knight
- Manifest Echo: This ability allows Annia to spawn a version of herself from an unrealized timeline, with her having total command over it. This echo can attack on her behalf and Annia can even swap places with it through teleportation. If the echo is more than 30 feet away from her by her turn's end it disappears.
- Echo Avatar: Annia can insert her consciousness into her echo for up to 10 minutes. While she does it, the range of her Echo extends to 1,000 feet and she becomes blind and deaf.
- Other
- Great Weapon Master: In exchange for accuracy Annia can inflict far more damage on a target with her strike.
- Blue Alchemy Jug: Annia can pour out various substances to varying amounts with this jug. Those substances include boiling tea, beer, honey, mayonnaise, oil, vinegar, freshwater, saltwater, and wine
- Cloak of Protection: Magical garb which while worn generally enhances Annia's defenses from her ability to deflect attacks to increasing her ability to resist negative effects.
- Elemental Gem (Emerald): Annia can break this stone to summon a Water Elemental like the spell Conjure Elemental[11]. The elemental remains around for 1 hour, and if Annia loses concentration on the spell it becomes generally hostile.
- Ring of Swimming: While its primary effect of granting the user underwater breathing is useless for Annia, it still boosts her swimming speed.
- Stone of Good Luck (Luckstone): A stone which while on Annia's person, generally increases her skill and ability to resist harmful effects.
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches:
References[]
- ↑ Mordenkainen Presents Monsters of The Multiverse Page 30
- ↑ Player's Handbook 5e Page 71
- ↑ 3.0 3.1 Player's Handbook 5e Page 72
- ↑ Player's Handbook 5e Page 167
- ↑ 5.0 5.1 5.2 Explorer's Guide to Wildmount Page 183
- ↑ Dungeon Master's Guide 5e Page 193
- ↑ Dungeon Master's Guide 5e Page 159
- ↑ Dungeon Master's Guide 5e Page 205
- ↑ Dungeon Master's Guide 5e Page 167
- ↑ Dungeon Master's Guide 5e Page 205
- ↑ Player's Handbook 5e Page 225
Discussions
Discussion threads involving Annia Kerymnodel |