Countess Tesyn ir'Lantar
Medium natural humanoid half-elf , half-elf
Level 15 Elite Artillery XP 2400
Initiative +7 Senses Perception +12
Entropic Veil aura 5; enemies within the aura lower their resist values by 10.
HP 232; Bloodied 116
AC 26; Fortitude 27, Reflex 26, Will 28
Resist 10 variable (2/encounter)
Saving Throws +2
Action Points 1
Demonclaw Dagger (standard, at-will) Poison, Weapon
+18 vs AC; 2d4+5 damage, and the target takes 15 poison damage if it ends its turn within 5 squares of the Countess (save ends).
Rotfall (standard, at-will) Necrotic
Area burst 1 within 10; +19 vs Reflex; 2d8+6 necrotic damage, and the target is knocked prone.
Storm Maw (standard, encounter) Thunder, Lightning
Area burst 2 within 10; +19 vs Reflex; 1d8+6 lightning damage plus 1d8 + 6 thunder damage, and the target slides 1 square toward the burst’s origin square. Miss: Half damage.
Demon Shackles (standard, encounter) Cold, Fire, Zone
Area burst 1 within 10; +19 vs Fortitude; 2d6+6 fire damage. Effect: A zone of spent heat springs up in the area. If a creature leaves the zone or is inside the countess’s aura before the end of the countess’s next turn, that creature takes 10 cold damage.
Blood Power (immediate reaction, when a bloodied enemy within 5 squares takes damage; recharges when first bloodied)
The countess regains the use of demon shackles or storm maw.
Deceptive Veil (minor; at-will) Illusion
The countess can disguise herself to appear as any Medium humanoid. A successful Insight check (DC 28) pierces the disguise.
Demon Seed (immediate reaction, when the countess drops an enemy to 0 hp; at-will)
Two carnage demon savager minions appear in unoccupied squares adjacent to the countess. The triggering enemy takes a –4 penalty to death saving throws while these minions live.
Alignment Evil Languages Abyssal, Common, Primordial
Skills Arcana +16, Bluff +18, Insight +14
Str 9 (+6) Dex 11 (+7) Wis 11 (+7)
Con 20 (+12) Int 18 (+11) Cha 22 (+13)
Equipment: robes, dagger .
Description: The charming countess of the ir’Lantar family has a way of making those around her at ease, unless she is put out. Her reputation as an arcanist of raw talent has served to keep her family safe. This is how it should be and always has been.
History states that the ir’Lantars are old blood in Fairhaven, but few accounts of how the family rose to count among the nobility are told. They descend from a noble knight, Kael Lantar, who rose up after the fall of the lord he served. That lord is largely forgotten, the infamy of his deeds making him unworthy of remembrance. Since then, though, the ir’Lantars have ever ascended on “noble” deeds until they sat just to the right of the royal throne.
Everything the family has gained, from the dark root of Kael Lantar, is due to its ties to the Lords of Dust. The thick veneer of nobility and civil service hides a rotten core. Each and every member, servants included, is cruel and calculating at heart, but careful in deed.
Countess Tesyn is no different. To outsiders, her life is beyond reproach. The only complaint some nobles have is that she is a widow and has never remarried. Those who discover her connection to any crimes are skilled indeed, more so if they ever manage to cut through the layers of obfuscation she has erected to confront her. Few survive that long, and none have survived Tesyn’s ire unleashed.
Published in Dungeon Magazine 173, page(s) 90.