Large Undead, Neutral Evil
Armor Class 13 (natural armor)
Hit Points 100 (6d8 + 54)
Speed 0 ft., Rooted to the ground, unable to move
STR
8 (-1)
DEX
6 (-2)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws CON +5, INT +2, WIS +6
Skills Arcana +16, History +12, Insight +9, Perception +21
Damage Resistances Cold, Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight, Darkvision, Truesight 120 ft., Passive Perception 15
Languages Common plus up to five other languages, Elvish
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Legendary Resistance (1/Day). If Queen Chiff fails a saving throw, she can choose to succeed instead.

Spellcasting. Queen Chiff is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, poison spray

1st level (4 slots): entangle, spike growth, thunderwave

2nd level (3 slots): animal messenger, locate object, Moonbeam

3rd level (3 slots): dispel magic, sleet storm, wind wall

 Turn Resistance. Queen Chiff has advantage on saving throws against any effect that turns undead.

Legendary Actions

Queen Chiff 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 (Costs 1 Action) Queen Chiff casts a cantrip.

Entangle (Costs 2 Actions) Queen Chiff targets a creature within 60 feet and on the dirt floor. Grasping weeds and vines sprout from the ground in a 5-foot square at the target creature. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC 15. On a success, it frees itself. When the creature is freed, the conjured plants wilt away.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Queen Chiff must make a DC 15 Constitution saving throw against this magic, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

Queen Chiff's Lair

After being tricked by a group of mages, Queen Chiff was turned undead and rooted to her temple, cursed to live forever.

She has a  challenge rating of 4 (1,100 XP).

Lair Actions

On initiative count 20 (losing initiative ties), Queen Chiff 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:

  • Queen Chiff rolls a d6 and regains a spell slot of that level or lower (Level 1 1-2, Level 2 3-4, Level 3 5-6). If she has no spent spell slots of that level or lower, nothing happens.
  • Queen Chiff targets one creature she can see within 30 feet of her. A crackling cord of negative energy tethers her to the target. Whenever she takes damage, the target must make a DC 12 Constitution saving throw. On a failed save, she takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until she or the target is no longer in her lair.
  • Queen Chiff calls forth the bats nesting in her lair. These bats materialize and attack one creature that she can see within 60 feet of her. The target must succeed on a DC 12 Dexterity saving throw, taking 7(2d6) piercing damage on a failed save, or half as much damage on a success. The bats then return to their nests.

Previous Versions

Name Date Modified Views Adds Version Actions
10/17/2020 9:01:38 PM
11
0
1
Coming Soon
10/19/2020 8:56:53 PM
13
0
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Coming Soon

Environment: Forest

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