Spellcasting. Blue Lili is an innate spellcaster, her ability is Charisma (spell save DC 16). Blue Lili can cast the following spells, requiring no material components:
Cantrips: mending
1rd level (2 slots): feather fall, detect magic
2nd level (2 slots): spider climb pyrotechnics lesser restoration
3rd level (2 slots): flame arrows revivify
4th level (2 slots): fabricate arcane eye
5th level (1 slots): creation (Her creation spell is modifyed: she is only able to create biotic resources)
Ancient Mother's Immunity. Blue Lili is immune to harming effects that could damage her. The other effects, controls, buffs etc. are working. (To deny her immortality you shall use Dal's Crystal Shard on her.)
The Talented One. Blue Lili is expert in playing instruments, sing, board games and in fine arts. For these scenarios she has advantage for checks and throws rely on CHA and INT.
Blue Lili Poison. (1/Longrest) She can put this poison effect on a choosed item that can be eaten or make harm on enemy. The creature must throw a 16 CON save otherwise it deals: 1d20 poison damage on the first impact, makes her target poisoned, after one minute it needs to does a 16 DC CON save again, on fail makes her target unconscious for 1 hour (repeat this save every 10 minute). After half hour the poison starts working: deals 6d20 poison damage on the user, this damage is repeated 30 min later. This poison damage lowers the poisoned target's maximum health with the damage value it did for a longrest time.
"She's an artist and a very good alchemist, but mostly she known by her charming appearance and her snake eyes as sharp as knife."
Inspiring Fighter. If Blue Lili shots with "The First Shot" every soilders of Blueleaf who saw that event city has advantage for their next attack and damage rolls in their turn. This advantage cannot be ignored by effects that would gave them disadvantage on their attacks.
Multiattack. Blue Lili can attack with her fingernails, or saber in the same turn or with one choosed weapon twice.
Sharp Fingernails. Melee Weapon Attack: +2 to hit, reach 5 ft., Hit: 2 (1d4) slashing damage. Once / longrest if she hits her target it needs to throw a 16 CON saving throw or will be poisoned by the deadly Blue Lili Poison.
Saber. Melee Weapon Attack: +5 to hit, reach 5 ft., Hit: 3 (1d6) slashing / piercing damage.
"The First Shot" Longbow. Ranged Weapon Attack: +5 to hit, range 20-400 ft., Hit: 4 (1d8) piercing damage. She uses flame arrows before combat.
Charming Appearance (Only one target at the time, requires concentration). Blue Lili targets one creature that she can see within 30 feet of her. If the target can see the her, it must succeed on a DC 16 Wisdom saving throw or be charmed to her. From charmed condition the creature must success a 16 DC WIS to escape. Each time Blue Lili or its allies do anything harmful to the target, it can repeat the escape check again. The charmed creature can only do escapes every 24 hours otherwise. If Blue Lili dies, is on a different plane of existence from the target, or losts her concentration ends the effect. If a target's saving throw or escape is successful, its immune to Blue Winx's charm for the next 48 hours.
Alchemy. (1/ Longrest) Creates one venom or antitoxin. Takes 10 minute crafting.
Do It For Me! As a bonus action Blue Lili can use a legendary action on a creature is charmed to her she can command it to do one action that it is able to do. It also could be a quest, task. While charmed to Blue Lili and she asks something from the charmed it must answer the truth (or the best way it could). The creature must do a 16 DC WIS save if it's not willing to do it. On failed save it does it. If the creature is willing to do, there is no need to a save check. This command cannot lead to self harm, or suicidal actions (only if the creature doesn't know the dangers of do as the command says).
Description
Blue Lili is an anchient mother in Daldana' culture. She has immortality but her weaknesses are about conditions that she can't avoid. She is 177 cm tall. Her hair is long and strong, reddish-brown. Her eyes are strong green. She always plays diva in the fashion of her own city cult the order of the blue bird and drinks from her venom cup, to test her immortality. She has talent in chemistry, arts, practical magic and in making good impression.
Although she was a good leader of the town the High Priests took over her lead and made her prisoned in her own city. Now the Order of The Blue Bird is a terrorist secret associacion, they want to set their leader free.
Lair and Lair Actions
Zandarruth one of the High Priests of Daldana have locked her to a deep prison under her castle. The cage is protected with magic from entrance or teleports, dimension gates. She prepares poison in down there with her artificer powers, and also wonders about striking back. There is no light down there. Its a 700 ft. deep tunnel that ends in a 12 x 12 x 12 ft. room. Her last hope is to form monsters form flowers that her prisoners gave her and use them as an escape key.
Instant Bloom. (Lair Action) Blue Lili raises her hand for her flowers. They instantly start blooming or grow up to their adult form. After using this abbility she can command the flowers to use their special powers as a bonus action. For the flower's effects reed below name by name.
Death Singer: It's a grey flower that is look like a closed mouth. On activation it makes a loud voice that every creature can hear in 200 ft. These creatures must take a 16 CON save or they become deafened. Every round start they must throw a 16 DC CON check, on finish the deafness ends. If a creature hears the scream it takes 3d8 psychic damage on success half the damage.
Yellow Tar: It's a liquid matter that turns to be a fungus once it grows up. The grown up Yellow Tar tries to [Tooltip Not Found] the nearest creature to it in a 15 ft. area, STR / DEX save is; 16 DC. The Grappled creature can throw against the same DC to escape every round start. As an action the Yellow Tar squeezes it's target, that takes 3d8 bludgeoning damage.
Stargazer: It's a white flower that only blooms under opened sky and a good view of stars. The flower calls energy from them that creates a radiant explosion in a 20 ft. area centered to it. Creatures in that area must throw a 16 WIS save or take 1d20 radiant damage on a successful save half the damage. Creatures who failed the check become blinded for their next round.
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