The Daughters of Sora Kell

Rulers of Droaam

Description:

SORA MAENYA (pictured on left)

Medium fey, chaotic evil

Armor Class 19 (natural armor)
Hit Points 216 (18d12 + 54)
Speed 40 ft., swim 50 ft.

STR 20 (+5) DEX 18 (+4) CON 16 (+3) INT 12 (+1) WIS 16 (+3) CHA 16 (+3)

Skills Athletics +11, Perception +9, Stealth +10
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from non-magical weapons that aren’t silvered
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 19
Languages Aquan, Common, Giant
Challenge Yeah, right

Amphibious. Sora Maenya can breathe air and water.

Brutal Critical. Sora Maenya rolls three additional damage dice on a critical hit.

Danger Sense. Sora Maenya has advantage on Dexterity saving throws
against effects that she can see, such as traps and spells.

Feral Instinct. Sora Maenya has advantage on initiative rolls.

Horrific Appearance. Any humanoid that starts its turn within 30 feet of Sora Maenya and can see her true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns , with disadvantage if Sora Maenya is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Sora Maenya’s Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of Sora Maenya’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against Sora Maenya.

Indomitable Might. If Sora Maenya makes a Strengthcheck that is less than her Strength score, she may instead use her Strength score as her total.

Rage (6/long rest). Rage damage +4

Reckless Attack. On her first attack on her turn, Sora Maenya can decide to attack recklessly and gain advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against her have advantage until her next turn.

ACTIONS
Multiattack. Sora Maenya attacks twice with her claws.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.

Death Glare. Sora Maenya targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 16 Wisdom saving throw against this magic or drop to 0 hit points.

Change Shape. Sora Maenya magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

Frenzy. While raging, Sora Maenya may make a single melee attack as a bonus action on each turn after she enters a frenzy. When her rage ends, she suffers one level of exhaustion.

Retaliation. Sora Maenya may use her reaction to make a melee attack a creature within 5 ft. that deals damage to her.

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SORA KATYA (pictured in middle)

Medium fey, neutral evil

Armor Class 23 (natural armor)
Hit Points 162 (18d8 + 54)
Speed 30 ft.

STR 18 (+4) DEX 16 (+3) CON 16 (+3) INT 18 (+4) WIS 14 (+2) CHA 20 (+5)

Skills Arcana +10, Deception +17, Perception +8, Persuasion +17, Stealth +9
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from non-magical weapons that aren’t silvered
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 18
Languages Common, Draconic, Sylvan
Challenge Yeah, right

Amphibious. Sora Katya can breathe air and water.

Magic Resistance. Sora Katya has advantage on saving throws against spells and other magical effects.

Mimicry. Sora Katya can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Innate Spellcasting. Sora Katya’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery

Spellcasting. Sora Katya is an 18th-level bard. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She knows the following spells:
Cantrips (at will): mage hand, message, prestidigitation, true stike
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, invisibility, see invisibility
3rd level (3 slots): _counterspell, dispel magic, fireball, speak with dead
4th level (3 slots): blight, conjure elemental
5th level (3 slots): dominate person, scrying
6th level (1 slot): freedom of movement, heal
7th level (1 slot): regenerate, teleport
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill

ACTIONS
Multiattack. Sora Katya makes two attacks, one with each clawed hand.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d8 + 4 slashing damage.

Battle Magic. When Sora Katya uses her action to cast a bard spell, she can make one weapon attack as a bonus action.

Change Shape. Sora Katya magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

Invisible Passage. Sora Katya magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.

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SORA TERAZA (pictured on right)

Medium fey, neutral evil

Armor Class 22 (natural armor)
Hit Points 186 (18d8 + 60)
Speed 30 ft.

STR 18 (+4) DEX 15 (+2) CON 16 (+3) INT 19 (+4) WIS 20 (+5) CHA 20 (+5)

Skills Deception +11, Insight +11, Perception +11, Stealth +8
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from non-magical weapons that aren’t silvered
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 21
Languages Abyssal, Common, Infernal, Primordial
Challenge Yeah, right

Magic Resistance. Sora Teraza has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. Sora Teraza’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep

Spellcasting. Sora Teraza is an 18th-level diviner. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following wizard
spells prepared:
Cantrips (at will): mage hand, message, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): detect thoughts, invisibility, Melf’s acid arrow, mirror image
3rd level (3 slots): _counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): legend lore, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill

Portent. Glimpses of the future press in on Sora Teraza’s awareness. When she finishes a long rest, roll three d20s and record the numbers rolled. She can replace any attack roll, saving throw, or ability check made by her or a creature that she can see with one of these foretelling rolls. She must choose to do so before the roll, and she can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When she finishes a long rest, she loses any unused foretelling rolls.

ACTIONS
Claws (Hag Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 2d8 + 4 slashing damage.

Change Shape. Sora Teraza magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

Etherealness. Sora Teraza magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, she must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, Sora Teraza magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 1d10. If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s soul bag. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic.

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Bio:

Every child in Aundair is raised on tales of the terrible Sora Maenya, and any Brelish bard can sing a dozen songs about the fools who thought to match wits with Sora Katya. Few people believed these myths, and no one expected these hags to emerge at the head of an army of war trolls and skullcrusher ogres — a power unseen in the west since the time of Dhakaan. Within a decade the hags established control over the lands beneath the Byeshk Mountains, bringing order to the region for the first time in seven thousand years.

Many questions linger over this newborn nation of Droaam. For centuries the hags were content to lurk in waste, wood, and swamp. What caused them to leave their haunts and claim a kingdom? Do they intend to extend their control beyond the Graywall Mountains and claim human subjects, or is a nation of monsters all that they desire? Is a nation their only desire, or is it only the first step in a far greater scheme?

Individually, the Daughters of Sora Kell are three of the most powerful beings on Khorvaire. Sora Maenya and Sora Katya are monsters of legend. They have faced and defeated champions of centuries past and will not be easily impressed or intimidated. Through Sora Teraza, they will already know much about anyone before they ever encounter them.

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The Daughters of Sora Kell

In the Shadows of the Last War Maded Maded