Ulressia The Blessed
Creature 19 (unique) — angel, celestial, unholy
Pre-Remaster content. May include legacy alignment.
AnvilWeaverLANDAERIALcelestialangel
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +35; darkvision; crystal sense (imprecise) 30 feet
Languages diabolic, draconic, empyrean; tongues
Skills acrobatics +35, diplomacy +35, intimidation +37, religion +33
Str
+10
Dex
+6
Con
+7
Int
+6
Wis
+6
Cha
+8
Items Warhammer, Dagger
AC 42
Fort +34
Ref +33
Will +31
+1 status to all saves vs. magic
HP 355
Resistances energy 5
Weaknesses holy 15
Speed 40 feet, fly 75 feet
Offense
Melee Warhammer (magical, shove) +38, Damage 3d8+20 bludgeoning
Ranged Dagger (agile, finesse, magical, thrown-10, versatile-s) +34, Damage 1d4+20 piercing
Abilities
Crystal Sense (Imprecise) 30 feet — Ulressia automatically detects crystals or crystalline items within 30 feet.
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic —
Attack of Opportunity —
Aura of Angry Crystals (aura, divine, 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 Ulressia'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 void 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 void damage for every 2,000 gp of the crystals' value (maximum 80 damage).
Ulressia can deactivate or activate this aura using a single action, which has the concentrate trait.
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 Ulressia'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 void 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 void damage for every 2,000 gp of the crystals' value (maximum 80 damage).
Ulressia can deactivate or activate this aura using a single action, which has the concentrate trait.
Crystallize Blood (divine) — Ulressia channels her warped powers over crystals through her blade and into a creature's body, partially crystallizing its blood.
Ulressia 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.
Ulressia 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.
Stunning Strike —
Divine Innate Spells DC 39, attack +33
9th Nature's Enmity, Shattering Gem
8th Shatter (×2)
7th Blade Barrier, Divine Decree, Unfettered Pack, Wall of Ice
5th Tongues (Constant)
4th Discern Lies (At Will), Divine Wrath, Meld into Stone
2nd Invisibility (At Will) (Self Only)
1st Harm
Cantrips (9th) Light
WORKS WELL WITH
CrasherLAND / AERIALCrasher drives enemies into the aura while this one locks down the front line with reactive strikes.
SniperLAND / AERIALSniper exploits the space control and stunned conditions this one creates.
FlankerLAND / AERIALFlanker creates off-guard conditions that compound with stunning strike for action denial.
PUNISHES
✖ standing still✖ clumping✖ low Fort
Stacking multiple reactive-strike threats offers diminishing returns on movement punishment.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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