Magic Resistance. The pixie has an advantage on saving throws against spells and other magical effects.
Legendary Resistance (1/Day). If Crimtora fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Crimtora innate spellcasting ability is Charisma (spell save DC 12, +8 to hit with spell attacks). It can innately cast the following spells, requiring only its pixie dust as a component:
At will: druidcraftdancing lights, detect evil and good,Grease, Thorn whip
3/day each: confusion, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep, Hypnotic Pattern
1/day each: Conjure Fey, Heal, Reverse Gravity,major image, Dominate Person,counterspell(5th evel)
Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.
Enchanting Presence. Any creature within 60 feet of the Crimtora must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes charmed by Crimtora for 1 minute. On a successful save, the creature becomes immune to Enchanting Presence for 24 hours.
Crimtora can take 2 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. Crimtora regains spent legendary actions at the start of its turn.
Forest Blessing: Regain a number of hit points equal to 2d8 + 4.
Thorn Whip: it casts Thorn Whip.
Dense Fog(Costs 2 Actions): the pink sparkly fog increases in density making the area of the map heavily obscured.
Lair and Lair Actions
Crimtora lives in the Pearlbow Wilderness where she messes with the lost adventurers. Coating a large area in her pink sparkly fog she traps them in her mist. a 100ft square that when you hit the edge it brings you to the other side until she or the adventure dies.
Lair Actions
On initiative count 20 (losing initiative ties), Crimtora takes a lair action to cause turn invisible and roll a d4 and moves in that direction to the next map. The map consists of 16 squares each with its own traps, enemies, and obstacles.
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