Medium Undead, Lawful Evil
Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft.
STR
6 (-2)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
Skills Deception +6, Insight +6, Performance +6
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

Undying Pretender (Mythic Trait). Saidra cannot be dropped below 1 hit point unless she has been unmasked as a fraud during the Grand Masquerade. Upon reaching 0 hit points as the Duchess, she does not fall unconscious. Instead, her mask falls off and she transforms into the Red Death - a huge sized cloud of red mist. In this form, she has 67 temporary hit points, a reduced fly speed of 30, and new legendary actions.

Incorporeal Movement. Saidra can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Sunlight Sensitivity. While in sunlight, Saidra has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8+3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its 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.

Torment. Saidra targets a creature that she can see within 60 feet of her. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 9 (2d8) psychic damage and subtracts 1d4 from the next ability check or saving throw it makes before the end of its next turn.

Create Ghoul. Saidra targets a humanoid within 60 feet of her that has been dead for no longer than 1 minute. The target's corpse rises as a ghoul under Saidra's control. Ghouls act immediately after Saidra in initiative.

Legendary Actions

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

Torment. Saidra makes one torment attack.

Waltz (Costs 2 Actions). Saidra initiates a waltz, moving up to half her speed without provoking opportunity attacks. At any point during the waltz, Saidra can ask one creature within 5 ft of her to join. If the creature accepts, they move with her and must succeed on a Charisma (Performance) or Dexterity (Acrobatics) check (DC 16). If the creature rejects the waltz or fails the check, Saidra will Command (DC 18) them to grovel on their next turn.

Unmask (Costs 3 Actions). Saidra attempts to discern whether or not a creature is a pretender. She poses a question that only a true aristocrat could answer, forcing them to make a Charisma (Deception) check (DC 16). If the creature fails, Saidra casts Disintegrate (DC 18) on them.

Mythic Actions

Upon becoming the Red Death, Saidra's original legendary action options are replaced with the options below.

Life Drain. Saidra makes one life drain attack.

Encroach (Costs 2 Actions). Saidra moves up to half her speed. Creatures she passes through must make a DC 14 Strength saving throw. On a failure, they fall prone and move with her. At the end of her movement, creatures in her space must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much on a successful one.

Decadence (Costs 3 Actions). Saidra's mask begins to reform, causing her to regain 12 hit points. In addition, each creature of Saidra's choice within 60 feet of her must succeed on a DC 14 Wisdom saving throw or become frightened of her until the end of their next turn. If Saidra manages to use Decadence five times, she reverts back to the Duchess and is considered immortal for the remainder of the Grand Masquerade.

Lair and Lair Actions

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

  • Audience. Saidra commands a commoner to defend her. Commoners act immediately after Saidra in initiative.
  • Create Ghoul. Saidra targets a humanoid within 60 feet of her that has been dead for no longer than 1 minute. The target's corpse rises as a ghoul under Saidra's control. Ghouls act immediately after Saidra in initiative.
  • Subjugate. Saidra commands (insert Dylan's character) to defend her. If he is defying her, she casts Crown of Madness, Enemies Abound, or Dominate Person on him (DC 16 Wisdom save).
SandHarbinger

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