Psychic Weapons. Abalach-Re's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 6d8 psychic damage (included in the attack).
Legendary Resistance (3/Day). If Abalach-Re fails a saving throw it can choose to succeed instead.
Magic Resistance. Abalach-Re has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). Abalach-Re's innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). She can cast the following spells without requiring components:
- At will: detect evil and good, detect magic, detect thoughts, invisibility, mage hand (the hand is invisible), sending, shield
- 3/day: animate dead, banishment, Bigby’s hand, dimension door, dominate monster, enhance ability, telekinesis, teleport (self only)
- 1/day: astral projection, conjure elemental (any except water)
Spellcasting. The sorcerer-queen of Raam is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can cast the following sorcerer spells:
- Cantrips (at will): chill touch, dancing lights, fire bolt, minor illusion, prestidigitation, ray of frost
- 1st-level (4 slots): burning hands, fog cloud
- 2nd-level (3 slots): scorching ray, hold person
- 3rd-level (3 slots): counterspell, dispel magic, fireball
- 4th-level (3 slots): polymorph, wall of fire
- 5th-level (3 slots): cloudkill, wall of stone
- 6th-level (2 slots): disintegrate
- 7th-level (2 slots): fire storm
- 8th-level (1 slot): dominate monster
- 9th-level (1 slot): meteor swarm
Sorcery Points. Abalach-Re has 20 sorcery points. She regains all her spent sorcery points when she finishes a long rest. She can spend her sorcery points on the following options:
- Distant Spell. When Abalach-Re casts as pell that has a range of 5 feet or greater, she can spend 1 sorcery point to double the range of the spell. When Abalach-Re casts a spell that has a range of touch, she can spend 1 sorcery point to make the range of the spell 30 feet.
- Empowered Spell. When Abalach-Re rolls damage for a spell, she can spend 1 sorcery point to reroll up to 5 damage dice. She must use the new rolls. Abalach-Re can use Empowered spell even if it has used a different Metamagic option during the casting of the spell.
- Heightened Spell. When Abalach-Re casts a spell that forces a creature to make a saving throw to resist the effects, she can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
- Subtle Spell. When Abalach-Re casts a spell, she can spend 1 sorcery point to cast it without any somatic or verbal components.
Multiattack. Abalach-Re can use her Frightful Presence. She then makes three melee weapon attacks.
Longsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage plus 27 (6d8) psychic damage.
Frightful Presence. Each creature of the sorcerer-queen’s choice that is within 120 feet of her and aware of her must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, 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 Abalach-Re's Frightful Presence for the next 24 hours.
Scorching Sand Breath (Recharge 5-6). The sorcerer-queen spews a 60-foot cone of scalding sand. Each creature in the area must succeed on a DC 20 Constitution saving throw. A creature that fails its saving throw takes 36 (8d8) slashing damage plus 36 (8d8) fire damage and is blinded for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on itself with a success. On a successful saving throw, a creature takes half as much damage and isn’t blinded.
Abalach-Re can take 3 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. Abalach-Re regains spent legendary actions at the start of her turn.
Attack. Abalach-Re makes a melee weapon attack.
At-Will Spell. Abalach-Re uses one of her at-will spells (innate or otherwise).
Summon Undead (Costs 3 Actions). Up to eight skeletons or zombies appear in unoccupied spaces within 30 feet of Abalach-Re and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. Abalach-Re can have up to eight undead summoned by this ability at a time.
Teleport (Costs 2 Actions). Abalach-Re and any equipment she is wearing or carrying teleports to an unoccupied space she can see within 60 feet of her.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Abalach-Re can take a lair action to cause one of the following magical effects; she can’t use the same effect two rounds in a row. If she's encountered in her lair, Abalach-Re has a CR of 27 (90,000 XP).
- Abalach-Re defiles all living plant life within 120 feet of her. If a plant-based creature or a magical plant is in the area, it must make a DC 19 Constitution saving throw with disadvantage, taking 8d8 necrotic damage on a failed saving throw or half as much damage on a successful one. All nonmagical plants that aren’t a creature, such as a tree or a shrub, don’t make a saving throw; they simply wither and die. Abalach-Re can then cast a spell of 3rd-level or lower.
- Abalach-Re targets up to three creatures she can see within 30 feet of her. Each creature must succeed on a DC 21 Strength saving throw. On a failure, a target takes 13 (3d8) bludgeoning damage and is flung up to 20 feet away from Abalach-Re in a direction of her choice. If a thrown target strikes an object, such as a wall or floor, the targets 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 21 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone.
- Abalach-Re targets one creature she can see within 60 feet of her. That target must succeed on a DC 21 Intelligence saving throw. On a failed saving throw, the creature takes 27 (6d8) psychic damage and is stunned until the start of Abalach-Re's next turn.