Medium humanoid (human), Lawful Evil
| Armor Class | 15 |
|---|---|
| Hit Points | 123 (19d8 + 38) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 15 (+2) | 21 (+5) | 10 (+0) | 10 (+0) |
| Saving Throws | Cha +3, Con +5 |
|---|---|
| Skills | Arcana +8, Investigation +8, Medicine +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | passive Perception 10 |
| Languages | Common, Draconic, Dwarvish, Elvish, Goblin, Halfling |
| Challenge | 7 |
At the end of each of Viktra's turns, each of her Construct allies in a 5-foot Emanation [Area of Effect] originating from Viktra gains 5 Temporary Hit Points. This trait doesn't function if Viktra has the Incapacitated condition.
If Viktra dies, she revives with all her Hit Points in 1d10 weeks somewhere in Lamordia.
If Viktra fails a saving throw, she can choose to succeed instead.
Viktra makes two Lightning Rod attacks. She can replace one attack with a use of Syringe.
Melee or Ranged Attack Roll: +6, reach 5 ft. or range 90 ft. Hit: 12 (2d8 + 3) Lightning damage, and the target can't take Reactions until the start of its next turn.
con DC 16, one creature Viktra can see within 5 feet. Failure: The target has the Poisoned condition for 1 minute. While Poisoned in this way, the target suffers one of the following effects (Viktra's choice). The target repeats the save at the end of each of its turns, ending the effect on itself on a success. The target succeeds automatically after 1 minute:
Corrosive Serum
The target takes 10 (4d4) Acid damage at the start of each of its turns, and its Speed decreases by 10 feet.
Deadly Serum
The target takes 11 (2d10) Necrotic damage at the start of each of its turns, and it can't regain Hit Points.
Mind-Altering Serum
The target takes 10 (3d6) Psychic damage at the start of each of its turns, and it has Disadvantage on saving throws to maintain Concentration.
Trigger: A creature Viktra can see makes an attack roll against her. Response: Viktra chooses a Small or Medium ally within 5 feet of herself. Viktra and that ally swap places, and the ally becomes the target of the attack instead.
Viktra moves up to half her Speed and makes one Lightning Rod attack. Viktra can't take this action again until the start of her next turn.
dex DC 16, each creature in a 10-foot-radius Sphere [Area of Effect] centered on a point Viktra can see within 90 feet. Failure: 5 (2d4) Lightning damage. Success: Half damage.
Viktra casts Animate Objects, using Intelligence as the spellcasting ability.
1/day: Animate Objects