Medium Fiend (Shapechanger), Neutral Evil
Armor Class 18 (studded leather +2)
Hit Points 105 (14d8 + 42)
Speed 30 ft., fly 40 ft.
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
15 (+2)
WIS
14 (+2)
CHA
26 (+8)
Saving Throws DEX +8, WIS +6, CHA +12
Skills Deception +12, Insight +6, Perception +6, Persuasion +12, Stealth +8
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 16
Languages Abyssal, Common, Infernal, Telepathy 60 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Heightened Telepathic Bond. Zelephestrina ignores the range restriction on her telepathy when communicating with a creature she has charmed. The two don't even need to be on the same plane of existence.

Magic Resistance. Zelephestrina has advantage on saving throws against spells and other magical effects.

Shapechanger. Zelephestrina can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, she loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

Special Equipment. Zelephestrina wears an amulet of free action (functions as a ring of free action), studded leather +2 armor, and a wand of binding. If a character finds the wand of binding, it has 0 charges left and cannot recharge while in the confines of Zelephestrina’s tower.

Spellcasting. Zelephestrina is a 14th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She has the following spells prepared:

Actions

Claw (Fiend Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) magical slashing damage.

Dagger, +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) magical piercing damage.

Sorcerous Charm (recharge 5-6). One humanoid Zelephestrina can see within 30 feet of her must succeed on a DC 20 Wisdom saving throw or be magically charmed for 1 month. The charmed target obeys Zelephestrina's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Zelephestrina's Sorcerous Charm for the next 24 hours. Zelephestrina can have a maximum of seven targets charmed at a time. If she charms another while controlling seven, the effect on one of the previous targets ends (her choice).

Draining Kiss. Zelephestrina kisses a creature charmed by it or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Inhibited Etherealness. Zelephestrina magically enters the Ethereal Plane from the Material Plane, or vice versa.

However, the wards of her prison tower prevent her from leaving its grounds and also disrupt her powers to travel to the ethereal realm. The magical threads of the abjuration ritual span the planes, keeping her from leaving tower boundaries in any realm but allowing her to traverse to the ethereal. She may only remain in the Ethereal Plane for 1 hour before the energy of the wards forces her back to the Material Plane.

Reactions

Wink. Zelephestrina gives a charming glance and winks at one magic-user she can see within 120 feet of her. If the creature is maintaining concentration on a magical ability or spell, it must immediately attempt a DC 20 Charisma saving throw, losing concentration and taking 7 (3d4) psychic damage on a failure.

Lair and Lair Actions

Appearance

In many ways, Zelephestrina could be mistaken for a succubus. Like them, in her true form, she is graced by otherworldly beauty, although with alabaster skin and without horns. She also shares the raven-like hair of inferior sisters. She can easily pass for human or half-elf, even in her true form by hiding her tucked wings and tail under a cloak.

Personality

Zelephestrina is neither a devil nor a demon, and can decide to support either faction in order to forward her own desires and goals. It is said she spent her youth in Shandilavri, growing up under the wing of Malcanteth who sensed her abilities, to become a lieutenant among the Radiant Sisters. It is unknown how or why she left her charge as personal guard of the demon queen, but after gaining her freedom, her hunger for arcane knowledge only grew stronger, to become her driving motivation. She is a talented wizard and a master of disguise and deception.

The Tower Prison

In her quest for magic, Zelephestrina became the apprentice of a wizard named Temius. Recognising what she was and her evil nature, Temius imprisoned her in his tower, using arcane seals to prevent her escape.

When Zelephestrina was first trapped inside Temius’s laboratory, the entire place was antagonistic to her. Even after killing the old wizard, Temius’s defenses still saw her as an intruder. Animated books would fly off shelves and attack her, and magical shackles would limit her movement around the room.

Zelephestrina’s powers of persuasion and strength of will, however, are formidable. She soon learned how to control the arcane energies powering these defenses, making them work for her instead, rather than against her.

Though she cannot wait for the day she can leave her prison, and would be loath to call it home, Zelephestrina has done what she can to make sure the old wizard’s tower of strange arcane magics help further her nefarious plans.

Lair Actions

Though the laboratory is not her personal lair, Zelephestrina’s imprisonment has driven her to fortify as much of the wizard’s lab as possible. On initiative count 20 (losing initiative ties) Zelephestrina takes a lair action to cause one of the following effects. She can’t use the same lair action two rounds in a row:

  • Zelephestrina targets a creature within 30 feet of her to be bombarded by animated books. The target must make a DC 18 Dexterity saving throw or take 10 (4d4) bludgeoning damage and be knocked prone. On a success, the target takes only 5 (2d4) bludgeoning damage and is not knocked prone.
  • Arcane shackles rise up from glyphs on the laboratory floor. Up to three creatures Zelephestrina can see must pass a DC 15 Strength saving throw or be restrained until the end of their next turn. • A trick floorboard drops out from underneath a creature of Zelephestrina’s choice within 30 feet of her. The target creature must make a DC 15 Dexterity saving throw or fall through to the floor below the laboratory, landing prone on the floor.

Regional Effects

The swampy area that surrounds Zelephestrina’s tower prison has begun to swallow up the tall building, almost completely obscuring the ground floor entrance. The swamp, the inherent magical energies of years of Temius’ arcane experiments, and now Zelephestrina’s meddling have caused the area around the tower to have the following regional effects:

  • In the time she’s spent captive within the wards of the room, Zelephestrina’s managed to weave a minor enchantment to help lure adventurers into the tower. Anyone within 500 feet of her tower hears the distressing cries of a young girl coming from within. These cries, if listened to for more than 10 minutes, impose a magical sympathy on a creature, who must succeed on a DC 20 Wisdom saving throw or suffer a curse which imposes disadvantage on any future saving throws against Zelephestrina’s abilities for 24 hours. This effect can be removed by a remove curse spell.
  • The swamp in a 1000 foot radius around the tower churns with mild arcane energy, making it difficult terrain.
  • The walls of the tower are slick with slime and muck and cannot be scaled without proper equipment.

 

Previous Versions

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1/15/2021 12:28:54 PM
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Monster Tags: NPCShapechangerfiend

Habitat: Urban

Fdeserres

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