AC 17 (natural armor)
HP 178 (21d8 + 84; bloodied 89)
Speed 30 ft., fly 50 ft. (hover)
Skills Arcana +10, Deception +8, Engineering +10, Insight +9, Investigation +9, Medicine +9, Nature +10, Perception +9
Damage Resistances cold, fire, lightning, poison; damage from nonmagical weapons
Condition Immunities charmed , confused , fatigue , frightened , paralyzed , petrified , poisoned
Senses darkvision 200 ft., truesight 90 ft., passive Perception 21
Languages all, telepathy 200 ft.
Amorphous. The Everficer can pass through an opening as narrow as 1 inch wide without squeezing.
Ever-Hidden. The Everficer is hidden from divination magic and cannot be perceived by magical scrying sensors.
Immortal Researcher. The Everficer does not age, cannot suffer from frailty of old age, die from old age, or be aged magically. In addition, she gains an expertise die on any ability check that uses a skill or tool set.
Innate Spellcasting. The Everficer’s innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: alter self , augury , calculate , detect magic , detect thoughts , disguise self , scrying , telekinesis
3/day each: charm monster , counterspell , dispel magic , hold monster , major image
1/day each: dominate monster , modify memory , programmed illusion
Legendary Resistance (3/Day). When the Everficer fails a saving throw , she can choose to succeed instead. When she does, her skin becomes more opaque and translucent until it can easily be seen through.
Regeneration. The Everficer regains 70 hit points at the start of her turn. If the Everficer takes psychic damage or damage from a spell enhanced with sorcery points, this trait doesn’t function on her next turn. The Everficer dies only if she starts her turn with 0 hit points and doesn’t regenerate.
ACTIONS
Multiattack. The Everficer attacks four times.
Armed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) magical bludgeoning, piercing, or slashing damage (chosen when the Everficer attacks).
Energy Blast. Ranged Spell Attack: +10 to hit, range 200/400 ft., one target. Hit: 10 (1d10 + 5) force or radiant damage (chosen when the Everficer attacks).
REACTIONS
Everstep. The Everficer teleports to an unoccupied space she can see within 50 feet.
LEGENDARY ACTIONS
The Everficer can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
Attack. The Everficer makes an attack.
Fool (Costs 2 Actions). The Everficer casts major image without the need for concentration .
Influence (Costs 2 Actions). The Everficer casts charm monster without the need for concentration.
Paralyze (Costs 2 Actions). The Everficer casts hold monster without the need for concentration.
Sages that know of the Everficer believe she was the first alchemist to conquer death, but it’s impossible to be certain, as she has far outlived any library built by mortal hands. This brilliant immortal has spent her time in the shadows of history wisely, working to unlock the limitations of the mind and the physical form by altering her own to incredible effect. All of the Everficer’s successes are the results of endless experimentation, the most successful of which (aside from herself) is the colossal creature known as the Direnaut. Nothing is known about her gigantic companion, save that it is never to be ignored and that getting in its way is ill-advised.
It is exceptionally rare to see the Everficer in her natural form, and she usually only reveals herself when a subject of her experimentation has reached a particular stage in her intended processes. Despite her astounding age, the Everficer does not at all appear to be thousands of years old and still has a youthful—albeit wizened—appearance, clad in immaculate dark leather and wearing an imposing cloak that snaps around her thick boots. In addition to magical toolkits affixed to her belt, the Everficer is always carrying a number of concoctions (potions of rare or greater rarity) or reagents meant for an unsuspecting imbiber.
For all her own skill at remaining unseen, there is little to be done for hiding the Everficer’s towering minion. Blood weeps from the seams of the armor covering every inch of the Direnaut’s hulking body, and were all that not enough to inspire fear, its imposing helmet denies anyone from seeing its face—and the horror of what could be waiting behind that metal is more than enough to scare common folk. It’s typical to find the Direnaut waiting for its mistress near a settlement or in a remote patch of wilderness, dragging a mobile laboratory for the Everficer
Everything the Everficer does is related in one way or another to schemes of such grandeur that, without her explanation (given in moments where she believes sharing the knowledge serves her), they would be incomprehensible to mortals measuring time by the year or decade rather than century. The ancient alchemist’s experiments—mostly with sorcerous bloodlines or lineages with psionic talents—can span millenia, her subjects totally unaware they have been carefully observed since before birth. It is unusual for one of the Everficer’s projects to find assurances or comfort from discovering they are the plaything of an immortal dabbler, though, and when there is resistance to further steps (such as the consumption of an important reagent after one’s body has finished maturing), the Direnaut is close by to help enforce her will.
Nowhere is truly safe from the Everficer or her sidekick, and places where people gather are no exception. Over the centuries the ruthless alchemist has learned that a sinister reputation can influence many of her test subjects to do as they are told without undue effort, and the foolish adventurers that dare intervene on her experiments only help spread her legend. Anyone that searches history closely enough for the Everficer learns that she is not actually invincible—indeed she’s been slain many times, only to reappear not long after. Shortly after attaining immortality, she went about the realms material and those beyond preparing remote lairs, each equipped with an alchemically-crafted clone waiting for its turn to serve as the vessel for her soul.
When the Everficer’s experiments demand the close and uninterrupted observation of a subject, there is no hesitation in acquiring them. After checking her copious archives of notes and careful scrying to assess possible impediments to capture, the immortal and her minion ambush the target, slap mage cuffs about their wrists, and then disappear into the wilderness back to her nearest lair. Should she expect considerable resistance to her kidnapping ploy, the Everficer first allows the Direnaut to charge into the fray to distract defenders, and as they wail upon it she sneaks in to take the person she needs without being detected. After all, her towering servant is just as expendable as anything else, and she can always make a new one.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.