Face of the Fallen. As a bonus action, Anthelia transforms her face
into victims her attackers recognize. Each creature within 30 feet
of her that can see her sees the face of a person it has wronged
and must succeed on a DC 19 Wisdom saving throw or have
disadvantage on attack rolls against Anthelia until the end of its
next turn.
Legendary Resistance (3/Day). If Anthelia fails a saving throw, she can
choose to succeed instead.
Magic Resistance. Anthelia has advantage on saving throws against
spells and other magical effects.
Magic Weapons. Anthelia’s weapon attacks are magical.
Innate Spellcasting. Anthelia’s innate spellcasting ability is Charisma
(spell save DC 21). She can innately cast the following spells,
requiring no material components:
At will: alter self (can become Medium when changing her
appearance), bane, hold person, locate creature
3/day each: flame strike, phantasmal killer
1/day each: finger of death
Multiattack. Poena makes three attacks: one with her bladed
whip and two with her longsword. Alternatively, she makes three
longbow attacks.
Bladed Whip. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 16 (2d8 + 7) slashing damage. If the target is a creature
other than an undead or a construct, it must succeed on a DC 19
Constitution saving throw or lose 14 (4d6) hp at the start of each
of its turns as a blade of retributive energy lodges itself in the
wound. Any creature can take an action to remove the blade with a
successful DC 16 Wisdom (Medicine) check. The blade crumbles to
dust if the target receives magical healing.
Thirsting Razor. Melee Weapon Attack: +13 to hit, reach 5 ft., one target.
Hit: 16 (2d8 + 7) slashing damage, or 18 (2d10 + 7) slashing damage
if using two hands.
Hair Quill. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The Yellow Lady can take 3 legendary actions, choosing from the
options below. Only one legendary action can be used at a time
and only at the end of another creature’s turn. The Lady regains
spent legendary actions at the start of her turn.
Slice. The lady makes one attack with her Thirsting Razor.
Evade. The lady moves up to her speed without provoking
opportunity attacks.
Shadows Grasp (Costs 2 Action). The lady uses
Animate Shadows.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Ambusher. In the first round of a combat, the mistress has advantage
on attack rolls against any creature she has surprised.
Legendary Resistance (3/Day). If the mistress fails a saving throw,
she can choose to succeed instead.
Magic Resistance. The mistress has advantage on saving throws
against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the mistress can
take the Hide action as a bonus action.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the mistress takes
a lair action to cause one of the following effects; the mistress
can’t use the same effect two rounds in a row:
• The lady forges a bond with her reflections in the many
mirrors adorning her lair, shuffling her wounds off onto the
images. She gains 30 temporary hit points.
• The lady magically steps into any reflective surface within
5 feet of her, and teleports to any other reflective surface
within 100 feet of her. She appears in the closest unoccupied
space to the destination reflection.
• Reflections of the lady appear in mirrors or other
reflective surfaces, including those carried or worn by
creatures. The reflections reach out and grab up to three
creatures the lady can see within 120 feet of her. Each
target must succeed on a DC 15 Strength saving throw or be
grappled (escape DC 15) by the reflections. Until this grapple
ends, the target is restrained. The grapple lasts until the
lady uses this lair action again, until she dismisses it as an
action, or until she dies.
• The lady creates a 20-foot radius of gloom centered on a
point she can see within 120 feet of her. The light conditions
in the area diminish: bright light becomes dim light, and dim
light becomes darkness. The sphere lasts until the lady
uses this lair action again, until she dismisses it as an action,
or until she dies.
REGIONAL EFFECTS
The region containing the ladys’ lair is warped by her magic,
which creates one or more of the following effects:
• Humanoids and fey who finish a long rest within 5 miles
of the lair find themselves exceedingly hungry. No matter
how much they eat, this feeling of hunger never completely
subsides unless the meal was in the banquet hall of the Court
of Midnight Teeth.
• Reflections within 3 miles of the lair move of their own accord,
but never while being directly observed.
• While in her lair, the lady can cast the scrying spell at will,
targeting any mirror within 3 miles of the lair or any mirror
within 5 feet of any Yellow Barber anywhere in the multiverse.
Charisma is her spellcasting ability for this spell.
If the lady dies, these effects fade in 1d10 days.
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