Tiny Undead, Any Evil Alignment
Armor Class 14 (natural armor)
Hit Points 50 (6d6 + 29)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws CON +6, INT +8, WIS +4
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Common plus up to five other languages, Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Rejuvenation. Basra has a phylactery, she gains a new body in 1d10 days, regaining all her hit points and becoming active again. Her new body appears within 5 feet of the phylactery.

Spellcasting. Basra is an 3rd level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +12 to hit with spell attacks). Basra has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (2 slots): acid arrow, detect thoughts, invisibility, mirror image

 

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

Actions

Paralyzing Touch. Melee Spell Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d6) cold damage. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 3 turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

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

Cantrip. Basra casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Basra uses her Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Basra fixes her gaze on one creature she can see within 10 feet of it. The target must succeed on a DC 15 Wisdom saving throw against this magic or become frightened for 3 turns. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Basra's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Basra must make a DC 15 Constitution saving throw against this magic, taking 4 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Basra can take a lair action to cause one of the following magical effects; Basra can’t use the same effect two rounds in a row:

  • Basra summons 6 rat supplicants.  They join combat at the end of the initiative order.
  • Basra consumes the soul of a rat supplicant, restoring 1 HP.
  • Basra can initiate the sealing of her tomb complex.  Basra will only seal the tomb in the event where it appears her destruction is imminent.
arturio_emerys