Legendary Resistance (3/Day). If the Lexi fails a saving throw, it can choose to succeed instead.
Regeneration. If Lexi has at least 1 HP, she regains 20 HP at the start of her turn.
Spellcasting. Lexi is a level 20 spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Lexi has the following warlock spells prepared:
Cantrips (at will): eldritch blast, toll the dead, shocking grasp, [Tooltip Not Found], thaumaturgy, guidance,
1st level (4 slots): hex, cure wounds, shield, feather fall,
2nd level (3 slots): darkness, detect thoughts, invisibility, mirror image, hellish rebuke
3rd level (3 slots): fly, counterspell, remove curse, fireball
4th level (3 slots): sickening radiance, banishment
5th level (3 slots): scrying, dream
6th level (1 slot): investiture of flame, investiture of ice
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): true polymorph
Bonus Barbed Tail Attack. Melee Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (3d6) poison damage. The target must succeed on a DC 18 Constitution saving throw or be poisoned for one hour. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lexi 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. She regains spent legendary actions at the start of its turn.
Cantrip. Lexi casts a cantrip.
Spell Casting (Costs 2 Actions). Lexi can cast any additional spell
Charming Gaze (Costs 2 Actions). Lexi fixes her gaze on one creature she can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become charmed for 1 minute. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lair and Lair Actions
Lexi's Lair
Lexi resides in a beautiful manor located in a pocket dimension within Avernus. With her husband's abilities, the evil of Baator has been permanently banished. Unlike the rest of the 9 Hells, food/water/air remains fresh and pleasant. There are artificial day cycles with sunrises, sunsets, stars, and an artificial moon cycle
Everything about a Lexi's Lair has been designed to protect the safety of her family. Anyone threatening her family or safety will find themselves in serious danger. Because of advanced alarms, Lexi is aware of anyone coming in or out of the house if she is on the same level of Hell. While in the lair, creatures cannot intentionally cause harm to the Githlings.
Lexi encountered in its lair has a challenge rating of 24 (62,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Lexi can take a lair action to cause one of the following magical effects; Lexi can’t use the same effect two rounds in a row:
- Lexi rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- Lexi can cast darkness that encompasses the entire lair.
- The Lair itself makes 3 ranged turret attacks (+8) against combative enemies- each of which deals 1d10+3 force damage
Previous Versions
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8/19/2020 12:49:56 AM
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Coming Soon
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