The lost queen of the dream realm, Antumbra is considered the good answer to Penumbra’s reign of terror. Unfortunately, Punembra is responsible for her disappearance. What exactly happened to her remains a mystery, but it’s possible that she was slain and her powers were stolen. Considering Penumbra isn’t any stronger and remains angry towards those who bring up her name, this is likely not the case. Many who treat her as a divine source of inspiration claim that her essence lingers somewhere in the boundless universe. However, the exact locations is unknown. Those who claim to know are more than likely liars or out of their minds.
To many, she is not only a protector of good dreams and sleep, but of good health as a whole. For aeons, many traversed the strange lands of dream for her legendary healing talents. Illnesses of body, mind and soul; all of which posed little issue to her. Granted, her neutrality towards material plane politics and faiths caused almost as many to turn away from her, as she had little interest in spurring on conflict. Some travelers simply sought out advice in hopes of living out their greatest dreams. As a master of dreams, she came to understand the aspirations of many sleepers. This has lead to many cults and covenants dedicated to her strange fey power. However, she feared the extra attention might bring the ire and jealousy of her unhinged brother. In an effort to prevent this, she did all she could to protect him and ensure his wellness.
Her personality was a trusting one, as she saw good in all things. Perhaps one of her greatest strengths was also a glaring weakness. Her corrupt brother exploited her nature in a time of his own weakness. He had nearly been crushed by a rival court. As a family member of the same fey court, she was obligated to aid him. Upon being helped back to normal, he seized the chance to banish her. Knowledge beyond that action is all but lost. All that is known is the realm of dreams was taken over by him and twisted into a vile hellscape of his design. Wherever Altumbra is, her control over the realm is all but severed.
Author’s Note: One of my good friends brought to my attention that Penumbra had a sister in his backstory and there was a lot of unused potential in her story. Even though she was banished, whose to say the players can’t find her and make plans from there? With that, I decided to expand upon Antumbra a bit more. Hope you enjoy.
Antumbra, the Lady of Dreams
Large fey (Seelie), Neutral Good
Armor Class. 22 (natural armor)
Hit Points. 434 (44d10+176)
Speed. 50 ft., 50 ft. flight; teleport 25 ft.
STR. 22 (+6), DEX 22 (+6), CON 18 (+4), INT 22 (+6), WIS 20 (+5), CHR 20 (+5)
Skills. Arcana +14, Medicine +21, Nature +14, Perception +13
Saving Throws. Strength +14, Wisdom +13, Charisma +13
Damage Resistances. Fire, Force, Radiant
Damage Immunities. Psychic, Thunder; Bludgeoning, Piercing and Slashing that is not made of Cold Iron or Silver.
Condition Immunities. Charmed, Deafened, Exhaustion, Frightened, Paralysis, Sleep
Senses. Darkvision 120 ft., Passive Perception 23
Languages. Common, Sylvan, Draconic
Challenge. 26 (90,000 XP)
Dark Sight. Antumbra can see in magical darkness.
Dream Infuser. Unlike her brother, she prefers revitalizing dreamers to refresh them for the day ahead. Antumbra may select a sleeping target. They gain a total number of hit dice as their level, instead of 1/2 their level. If these hit dice are not expended by the next long rest, they disappear. The same target cannot be affected by this ability for at least 24 hours.
Innate Spellcasting. Antumbra’s spellcasting ability is Intelligence (spell save DC 22). Penumbra can innately cast the following spells, requiring no material components:
At-Will: Cure Wounds, Dream, Invisibility (self only), Lesser Restoration, See Invisibility, Sleep
3/Day Each: Dimension Door, Greater Invisibility (self only), Greater Restoration, Revivify, Scrying
1/Day Each: Heal, Power Word Heal, Teleport, True Seeing
Legendary Resistance (3/Day). If Antumbra fails a saving throw, she can choose to succeed instead.
Magic Resistance. Antumbra has advantage on all saves from magical effects and spells.
Magic Weapons. Antumbra’s weapons count as magical.
Teleportation. Antumbra can attempt to teleport anywhere in range at-will. However, she doesn’t like to risk ending in a solid surface. Doing so causes her to take 11 (2d10) force damage and jump back to her prior point.
Multiattack. Antumbra may make up to 2 attacks per round.
Glowing Fists. Melee Spell Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) bludgeoning damage plus 14 (4d6) radiant damage.
Ethereal Spear. Melee Weapon Attack. +14 to hit, reach 10 ft., one target. Hit: 28 (4d10+6) force damage.
Spear Blast. Ranged Spell Attack. +14 to hit, ranged 60/120, on target. Hit: 23 (5d6+6) force damage.
Flaming Riposte. Upon being hit by an attack, Antumbra may reduce the total damage taken by 3d6+4 damage. If the attacker is within 30 ft., they must make a Dexterity saving throw (DC 24). Failure results in them taking that same number in Fire damage.
Antumbra may take three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Antumbra regains spent legendary actions at the start of her turn.
Extra Attack. She may make another attack.
Blink Away. Antumbra teleports back 60 ft. to any place she can see.
Chastise the Nightmare (Recharge 5 or 6; Costs 2 Actions). From the hands of Antumbra, shoots a blast of psychic energy in a 90-foot cone. Each creature in that area must make a (DC 24) Dexterity saving throw. Failed save results in taking 63 (14d8) cold damage on a failed save, or half as much damage on a successful one.
IMAGE SOURCE: Queen of Wands my puimun