Larissa the Lamenter
Medium undead, neutral evil
Physical Description
Larissa appears as a floating skull encased in a shimmering aura of arcane energy. All that remains of her once-human form is this spectral cranium, surrounded by wisps of necrotic energy that pulse with ancient power. Her eye sockets burn with an unnatural light that reflects centuries of bitterness and magical knowledge.
"Her skull hovers in the darkness, surrounded by a nimbus of arcane light. Where eyes should be, only hatred glows."
Lore
Ancient Sorceress
Larissa was once a powerful sorceress who lived during the height of a great empire. She had everything she could ever desire – wealth, fame, and respect. However, she became obsessed with attaining immortality and delved deep into forbidden knowledge. Eventually, she succeeded in achieving eternal life, but at a terrible cost. Her body began to rot away, leaving behind nothing but a floating skull encased in a shimmering aura of arcane energy.
Eternal Isolation
Despite being cursed with undeath, Larissa continued to study the arts of magic, becoming even more powerful over time. However, she soon realized that there was one thing she couldn't escape – loneliness. With most of her friends and allies long dead, Larissa felt isolated and alone. She eventually retreated to a secluded tower, where she spent centuries researching ways to reverse her curse.
Descent into Hatred
Unfortunately, all her efforts proved fruitless, and Larissa grew increasingly bitter and resentful towards the world that had abandoned her. Now, driven by hatred and despair, Larissa seeks revenge against humanity, determined to destroy everything they hold dear.
The Lamenter's Curse
"Immortality was my greatest triumph and my eternal prison. Now all shall share in my suffering." — From the journals of Larissa
Stats
- Armor Class: 18 (natural armor)
- Hit Points: 260 (23d8 + 147)
- Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 16 (+3) | 23 (+6) | 24 (+7) | 18 (+4) | 26 (+8) |
- Saving Throws: Wis +10, Cha +15
- Skills: Arcana +15, History +15, Insight +10, Intimidation +15
- Damage Resistances: necrotic, poison
- Damage Immunities: cold, lightning, fire
- Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses: darkvision 120 ft., passive Perception 14
- Languages: Common, Abyssal, Infernal
- Challenge: 19 (22,000 XP)
Legendary Resistance (3/day). If Larissa fails a saving throw, she can choose to succeed instead.
Innate Spellcasting. Larissa's spellcasting ability is Charisma (spell save DC 23). She can innately cast the following spells, requiring no material components:
- At will: detect magic, dispel magic, fear, hold monster, invisibility, magic missile, suggestion
- 3/day each: blight, cloudkill, dominate person, feeblemind, finger of death, gate, hold monster, teleport, necrotic orb
- 1/day each: etherealness, power word kill, true resurrection, ethereal chain, animate dead swarm
Spellcasting. Larissa is a 17th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She knows the following spells:
- Cantrips (at will): acid splash, chill touch, dancing lights, mage hand, minor illusion, prestidigitation, ray of frost, shocking grasp
- 1st Level (4 slots): armored knuckles, false life, hellish rebirth, ice knife, protection from evil and good
- 2nd Level (3 slots): blindness/deafness, cloud of daggers, crown of madness, darkness, ghoul touch, levitate, locate object, mirror image
- 3rd Level (3 slots): bestow curse, blur, fireball, fly, hypnotic pattern, vampiric touch
- 4th Level (3 slots): black tentacles, blight, confusion, dimension door, freedom of movement, greater invisibility, stinking cloud
- 5th Level (3 slots): cloudkill, contagion, dominate person, feeblemind, infectious curse, raise dead, scrying, synaptic static
- 6th Level (1 slot): chain lightning, circle of death, disintegrate, globe of invulnerability
- 7th Level (1 slot): finger of death, plane shift, prismatic spray, teleport
- 8th Level (1 slot): dominate monster, power word stun, sunburst
- 9th Level (1 slot): meteor swarm, power word kill, time stop
Rejuvenation. If she has a phylactery, Larissa regains all her hit points when reduced to 0 hit points.
Undead Fortitude. If damage reduces Larissa to 0 hit points, she must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, she drops to 1 hit point instead.
Sunlight Sensitivity. While in sunlight, Larissa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Negative Energy Channeling (Recharge 5-6). As an action, Larissa can emit a burst of negative energy in a 60-foot radius. Creatures of her choice within range regain hit points equal to twice the amount of necrotic damage dealt to living creatures. Living creatures take 42 (12d6) necrotic damage on a failed Constitution saving throw, or half as much damage on a successful one.
Paralyzing Gaze (Recharge 5-6). Larissa can stare into the soul of a creature within 30 feet, forcing it to make a Wisdom saving throw. On a failed save, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Create Spectral Servitor (1/day). Larissa can summon a spectral servant to do her bidding. The servitor has statistics similar to those of a shadow, but it can pass through solid objects as if they were difficult terrain. The servitor obeys Larissa's commands without question and remains in existence until it is destroyed or dismissed as a bonus action.
Tactics
Larissa begins combat by using her Paralyzing Gaze on the most threatening opponent, then follows up with powerful spells like finger of death or necrotic orb. She uses her Create Spectral Servitor ability early to provide a distraction and additional threat. When surrounded, she employs Negative Energy Channeling to damage enemies while healing herself. If severely threatened, she uses etherealness or teleport to escape, returning later with a more calculated approach.
"As the last of her foes fell, Larissa's hollow laughter echoed through the chamber—a sound that would haunt the survivors' nightmares for years to come."