Trek
Legendary Resistance (3/Day)
If the widow fails a saving throw, she can choose to succeed instead.
Reopened Memories
At the start of her turn, if the widow can see a memento of her husband or some other reminder that forces her to realize what she's lost, she has Disadvantage on D20 Tests and can only expend 2 uses of her Legendary Actions until the start of her next turn.
Handlinger
Multiattack
The widow makes two Injection attacks.
Injection
Melee or Ranged Attack Roll: +8, reach 5 ft. or range 60 ft. Hit: 1 Piercing damage plus 10 (3d6) Poison damage. If the target is a creature, it has the Poisoned condition until the end of its next turn. While Poisoned, the target suffers one of the following effects of the widow's choice (each option can only be used once per turn):
- Hyperphobic Stimulant
The target has the Frightened condition. At the start of its turn, the target must succeed on a DC 16 Wisdom saving throw or take the Dash action and move away from the widow by the safest and shortest available route, unless there is nowhere to move.
- Soporific Infusion
Constitution Saving Throw: DC 16, the target hit by Injection. Failure: The target's Speed is halved. On its turn, it can take either an action or a Bonus Action, but not both, and it can make only one attack if it takes the Attack action. Failure by 5 or More: The target has the Unconscious condition for 1 minute, until it takes damage, or until a creature takes an action to shake it awake.
- Thaumaturgic Inhibitor
If the target casts a spell, it must succeed on a DC 16 Constitution saving throw or the spell fails, but a spell slot used to cast the spell isn't expended.
Legendariske Handlinger
Alacrity
The widow or a creature she is riding moves up to half its Speed without provoking Opportunity Attacks. Dose. The widow makes one Injection attack. She can't take this action again until the start of her next turn.
Hypertrophic Injections
The widow targets herself or an ally within 5 feet and grants the target one of the following effects of her choice; she can't take this action again until the start of her next turn:
- Aggression
The target has Advantage on attack rolls until the end of its next turn.
- Fortitude
One of the following conditions of the widow's choice ends on the target: Charmed, Frightened, Grappled, Paralyzed, Poisoned, Restrained, Stunned.
- Vigor
The target regains 10 Hit Points.