Gargantuan Monstrosity, Lawful Neutral
Armor Class 18 (natural armor)
Hit Points 279 (18d20 + 90)
Speed 40 ft., Fly 60 ft.
STR
25 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
23 (+6)
WIS
26 (+8)
CHA
20 (+5)
Saving Throws STR +14, CON +12, INT +13, WIS +15
Skills Arcana +13, History +13, Insight +15, Perception +15, Religion +13
Damage Resistances Necrotic, Radiant
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 25
Languages Common, Primordial, Sphinx, Undercommon
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. Andirivithine's innate spellcasting stat is Wisdom (save DC 23). She can cast contingencyonce a day and true seeingonce a day. She can also teach or inscribe a spell scroll with wish, but she cannot ever use the spell herself.

Inscrutable. Andirivithine is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain Andirivithine's intentions or sincerity have disadvantage.

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

Magic Weapons. Andirivithine's weapon attacks are magical.

Legendary Resistance (3/Day). If Andirivithine fails a saving throw, she can choose to succeed instead.

Spellcasting. Andirivithine is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). Andirivithine has the following cleric spells prepared:

Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy

1st level (4 slots): command, cure wounds, detect evil and good, ensnaring strike, sanctuary, shield of faith

2nd level (3 slots): arcane lock, calm emotions, hold person, silence, zone of truth

3rd level (3 slots): bestow curse, clairvoyance, counterspell, dispel magic, slow, tongues

4th level (3 slots): banishment, compulsion, locate creature

5th level (2 slot): commune, dispel evil and good, legend lore, scrying

6th level (1 slot): harm, word of recall

7th level (1 slot): divine word

8th level (1 slot): antimagic field

Actions

Multiattack. Andirivithine makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 7) slashing damage. If the creature is a fiend or celestial, it takes an extra 14 (4d6) force damage.

Wings. Andirivithine beats her wings. Each creature within 20 feet of Andirivithine must make a DC 20 Strength saving throw, or take 16 (3d10) bludgeoning damage and be knocked prone. On a success, a creature takes half as much damage and is not knocked prone. If a creature is within 10 feet of Andirivithine, they make this save at disadvantage and, pass or fail, are pushed back 10 feet.

Rain of Roses (1/Day). Andirivithine causes a flurry of roses within a 120-foot radius centered on her. If she is outside of her city, the radius shrinks to 10 feet. The area becomes lightly obscured for 1 minute, and she chooses either Abjure or Smite, causing one of the following effects to occur in the area for 1 minute as the petals fall:

  • Abjure. The area is difficult terrain for all creatures other than Andirivithine. A celestial or fiend cannot willingly enter the radius. When a creature enters the area for the first time or ends its turn in the area, they must make a DC 15 Wisdom saving throw or be affected as if by scatter. If a creature succeeds this save, they make following saves against Abjure with advantage.
  • Smite. Any fiend, celestial, and/or creature of Andirivithine's choice that enters the area on their turn or ends their turn in the area must make a DC 15 Dexterity saving throw or take 2d10 force damage, taking half as much damage on a success. If a creature succeeds this save, they make following saves against Smite with advantage.

Sprout Roses (1/Day). Andirivithine causes roses to sprout in six places within 120 feet of her, each growth with a diameter of 5 feet. Celestials and fiends cannot willingly come within 5 feet of these spaces, and they are difficult terrain for all creatures other than Andirivithine. If she uses this effect outside of her city, she can use Rain of Roses with its normal radius if she has not already expended the use.

Supreme Banishment. Andirivithine chooses any number of creatures within 120 feet of her. They must make a DC 23 Wisdom saving throw or be teleported outside the boundary of the city, or to a location of her choice within the city, which can include an altitude of up to 120 feet directly above the space where they were previously standing. If a creature is a celestial or fiend or is within 10 feet of a rose, they make this saving throw with disadvantage. She can also choose one creature to make the saving throw with disadvantage, or choose another creature who is outside of her range but within the city and cause them to make the saving throw as well. On a success, a creature is pushed 10 feet away from her and must make a DC 20 Strength saving throw or fall prone. If a creature fails this saving throw, they are immune to the effect of Supreme Banishment for 1 minute. Andirivithine cannot use this effect when she is outside the bounds of her city.

Legendary Actions

Andirivithine 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. Andirivithine regains spent legendary actions at the start of her turn.

Claw Attack. Andirivithine makes one claw attack.

Cast a Spell (Costs 2 Actions). Andirivithine casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal.

Cast a Powerful Spell (Costs 3 Actions). Andirivithine casts a spell of above 4th level or higher from her list of prepared spells, using a spell slot as normal.

Supreme Banishment (Costs 3 Actions). Andirivithine uses Supreme Banishment.

Description

Andirivithine, one of the Airbell's great sphinxes, built the plateau on which Gallica stands as a tomb around the body of her lover. Now, as the keeper of the city, she is nearly invulnerable within it, and she has carefully tended the abjurative roses that grow there. She uses her magic to keep celestials and fiends from entering the city, and the roses keep them at an even greater distance.

What few alive know is that Andirivithine was not always a sphinx of abjuration. When Gallica was killed, she stole the magic that slowly, endlessly fills the demiplane known as the Well, and used it to protect their body from the world and ensure that none of the creatures that caused their death could ever come near their grave.

Underneath the city is her true lair and her domain alone. No one living in or outside of the city knows its layout or contents, but somewhere deep, the body of the sphinx Gallica still rests, overgrown with roses.

Lair and Lair Actions

Lair of the Blue Lady

The entire city of Gallica is Andirivithine's domain, and her awareness over it is ever-present. The following effects are in place in the city as long as she is within it:

  • A celestial or fiend cannot willingly enter the city.
  • Andirivithine is alerted to the presence of any creatures touched by celestials or fiends when they enter the city.
  • Roses that bloom in the city cannot be touched by fiends or celestials, and any creature touched by celestials or fiends that touches a rose is affected as if by divine word, with a save DC of 23. Roses that float away from the city or are otherwise carried away have this same effect, with a DC of 20. When a creature fails this saving throw, Andirivithine is alerted as long as the rose is on the same plane of existence. If it leaves the plane, she is also alerted.
  • There are 6 pillars within the city on top of which Andirivithine has created a contingent casting of scrying. She can activate any one as an action, but it is also activated if a fiend or celestial or a creature touched by fiends or celestials (such as aasimar or tieflings) comes within 30 feet of the base of one of the pillars.

Lair Actions

On initiative count 20 (losing initiative ties), Andirivithine can take a lair action to cause one of the following magical effects; she can’t use an effect again until she finishes a short or long rest:

  • If one or more roses is within 5 feet of a creature, she can cause them to expend their abjurative magic, and creatures of her choice within 5 feet of a rose must save as if she had cast divine word. The affected roses then becomes benign.
  • Andirivithine shifts herself and up to seven other creatures she can see within 120 feet that are in the city of Gallica to her underground lair.
  • The perfume of roses becomes pungent and dizzying. All creatures within 30 feet of a point Andirivithine chooses within 120 feet of her must make a DC 15 Constitution saving throw when they enter the area for the first time or end their turns in the area. On a failure, a creature has disadvantage on Strength-based attack rolls and Strength saving throws until the end of their next turn. This effect lingers for one minute or until dispersed in a manner similar to as described for stinking cloud.

Previous Versions

Name Date Modified Views Adds Version Actions
5/6/2021 9:38:21 PM
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