Inanna
  1. Characters

Inanna

Mother

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Inanna statblock

Medium Humanoid (Nede), Evil
Armor Class: 23 (26 w/ Mage Armor)
Hit Points: 485 (34d20+102)
Speed: 30 ft.
STRENGTHDEXTERITYCONSTITUTIONINTELLIGENCEWISDOMCHARISMA
122016301830

(+1)

(+5)

(+3)

(+10)

(+4)

(+10)


Saves: Dex +14, Con +12, Int +19, Cha +19
Skills: Arcana +28, Deception +19, Intimidation +19, Investigation +19, Perception +22, Persuasion +19, Sleight of Hand +14, Stealth +14, Survival +13
Damage Vulnerabilities: Fire, Radiant
Damage Immunities: Poison, Necrotic, Cold, Non-Magical Bludgeoning, Piercing, & Slashing
Damage Resistances: Lightning, Thunder, Psychic, Force, Acid
Condition Immunities: Poisoned, Diseased, Charmed, 
Senses: Darkvision 60 ft., Truesight 60 ft., Blindsight 60 ft., Tremorsense 60 ft., Passive Perception 32
Languages: Nedic, Tamrielic, Akaviri, Dovah Zul, Daedric, Bretonnic, Colovian, Cyrodiilic, Nibenese, Nordic, Ra Gada, Redguard, Tobushi, 
Challenge: 30 (155,000 XP)
Proficiency Bonus: +9

True Vampirism. As a child of a direct line to the power of Molag Bal, the vampire has the following features:

  • Regeneration: The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
  • Sunlight Sensitivity: While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
  • Stake to the Heart: If a piercing weapon made of wood is successfully driven into the vampire’s heart, the vampire is considered paralyzed until the stake is removed.
  • Misty Escape: When it drops to 0 hit points, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight. If it is dropped to 0 hit points by radiant damage, this effect does not trigger, and the vampire is, instead, destroyed. If it can’t transform, it is, instead, destroyed.

    While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. The rest of its hit points are regained over a period of 1d4 hours.

Legendary Resistance (5/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Awakened Spellbook. You have awakened an arcane sentience within your spellbook. While you are holding the book, it grants you the following benefits:

  • You can use the book as a spellcasting focus for your wizard spells.
  • When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you expend.
  • When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.

Divine Rank. You are newly ascended, whether that means in the last few days, or the previous millennia. Still amassing power, you are nevertheless in possession of a fragment of Divinity, granting you the following bonuses:

  • Divine Prowess: All skills you are proficient in become skills you have expertise in. All skills you are not proficient in, you gain proficiency.
  • Divine Magic: You gain access to the Cleric spell listing. You may cast five Cleric spells of any level a day without using a spell slot. (Still requires an action)
  • Divine Vitality: Provided you have taken no damage since the beginning of your previous turn, you regenerate health equal to 6d10 plus your Wisdom modifier. You are resistant to poison damage, immune to disease, and have advantage on saves against being petrified or paralyzed.
  • Divine Potency: All damage dealt, by spells or weapon attacks, is multiplied by 3. After rolling all dice and calculating all bonuses, multiply the result by 3.
  • Divine Resistance: You have three uses of Legendary Resistance. You are immune to all non-magical damage. You are also immune to one type of damage of your choice and resistant to two other types of damage. (Your choice)
  • Divine Awareness: You gain Truesight, Blindsight, and Tremorsense out to a range of 60 feet.
  • Divine Vigor: All limited-use class/race features are usable twice as many times per day. Your speed increases by 15 feet. You also gain 3 Legendary Actions per round.

Spellcasting.

Inanna is a 20th-level Spellcaster. Her spellcasting ability is Intelligence (spell save DC 27, +19 to spell attacks). She has the following spells available:

  • Cantrips (at will): Chill Touch, Guidance, Mage Hand, Poison Spray, Spare the Dying, Thaumaturgy, Toll the Dead
  • 1st-level (4 slots): Armor of Agathys, Absorb Elements, Arms of Mora, Cause Fear, Dissonant Whispers, Hex, Inflict Wounds, Mage Armor, 
  • 2nd-level (3 slots): Enthrall, Gentle Repose, Mirror Image, Ray of Enfeeblement, Wither and Bloom
  • 3rd-level (3 slots): Animate Dead, Antagonize, Bestow Curse, Counterspell, Hunger of Mora, Life Transference, Revivify, Speak with Dead, Spirit Shroud, Vampiric Touch
  • 4th-level (3 slots): Blight, Charm Monster, Fabricate, Shadow of Sithis, Vitriolic Sphere
  • 5th-level (3 slots): Arcane Hand, Awaken, Contagion, Enervation, Negative Energy Flood, Raise Dead, Telepathic Bond
  • 6th-level (2 slots): Circle of Death, Create Undead, Globe of Invulnerability, Soul Cage
  • 7th-level (2 slots): Etherealness, Finger of Death, Resurrection, Simulacrum
  • 8th-level (1 slot): Clone, Demiplane
  • 9th-level (1 slot): Mass Harm, True Resurrection
  • 10th-level (1 slot): Mighty Force, Ritual of Transfiguration
  • 11th-level (1 slot): Mannimarco's Killing Wind
  • 12th-level (1 slot): 
Actions:

Multiattack. The vampire makes two melee attacks.

Bite (Unarmed Strike). Melee Weapon Attack: +10, reach 5 ft., one target. Hit: 12 ((1d4 + 1) * 3) piercing damage.

A target must be willing or grappled to be attacked with a Bite. On a hit, the target's HP Maximum is reduced by the damage amount and the vampire regains as many hit points. The HP max reduction persists until a long rest is taken. If damage from a Bite brings a target to 0 HP, they die. A humanoid brought to 0 HP in this way can be buried and rise 3 days later as a Vampire.

Marked for Death. (Recharge 5-6)

KRII LUN AUS

Kill Leech Suffer

As an action, you speak the words of this shout. You must pick a target. That target must make a Wisdom saving throw.

On a failed save, the target is marked for death for 1 minute. They take 2d8 necrotic damage. Each turn after, they take another 2d8 necrotic damage for the duration of the effect.

On a successful save, there is no effect.

When Whispered, on a failed save, the target takes 1d6 necrotic damage, and 1d6 subsequent damage each turn.

When Yelled, on a failed save, the target takes 3d10 necrotic damage, and 3d10 subsequent damage each turn.

Dismay. (Recharge 5-6)

FAAS RU MAAR

Fear Run Terror

As an action, you speak the words of this shout. Every creature within a 30 ft cone of the caster must make a Wisdom Saving Throw. Upon a failed save, the target is afraid of the caster and uses their reaction to move their full movement speed away from the caster. They remain afraid of the caster and suffer the effects of the frightened condition until the end of the caster's next turn.

On a successful save, no effect occurs.

When Whispered, the effect range of the spell is a 15 ft. cone.

When Yelled, the effect range of the spell is a 45 ft. cone.

Bend Will. (Recharge 5-6)

GOL HA DOV

Earth Mind Dragon

As an action, you speak the words of this shout. A target of your choice must make a Wisdom Saving Throw. On a failed save, the target is considered charmed. They will follow the orders of a single command and will be inclined to perform this task for the next hour to the best of their ability. At the end of the hour, if the task is incomplete, it remains incomplete and the charm effect ends. The effect can also be ended early once the task is completed.

On a successful save, the target is not charmed and they are aware of the attempt to charm them.

When Whispered, the command can include a set of actions limited to 30 minutes.

When Yelled, the command can include a set of actions limited to 2 hours of activity.

Bonus Actions:

Wizardly Quill. 

As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

  • The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The time you must spend to copy a spell into your spellbook equals 2 minutes per spell level if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
Manifest Mind.
As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral object, hovering in an unoccupied space of your choice within 60 feet of you. The spectral mind is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice).

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. The mind can telepathically share with you what it sees and hears (no action required).

Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Reactions:

Misty Escape: When it drops to 0 hit points, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight. If it is dropped to 0 hit points by radiant damage, this effect does not trigger, and the vampire is, instead, destroyed. If it can’t transform, it is, instead, destroyed.

While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. The rest of its hit points are regained over a period of 1d4 hours.

Legendary Actions:
Inanna had 5 Legendary Actions per round.

Title
Mother

Type
NPC

Races
Nedic

Races
Duraki

Age
6,000+

Gender
Female

Pronouns
She/Her/Hers