Medium Fiend (Demon, Shapechanger), Neutral Evil
Armor Class 17 Natural Armor
Hit Points 557 (34d12 + 370)
Speed 30 ft., Fly 80 ft.
STR
10 (+0)
DEX
25 (+7)
CON
21 (+5)
INT
24 (+7)
WIS
14 (+2)
CHA
26 (+8)
Saving Throws CON +13, WIS +10, CHA +16
Skills Arcana +15, Deception +16, Insight +10, Investigation +15, Perception +10, Performance +16, Persuasion +16
Damage Resistances Acid, Cold, Lightning, Poison
Damage Immunities Fire, Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 20
Languages All, Telepathy 120 ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

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

Shapeshifting. Aravae can alter her physical form at will to that any other medium sized creature. She fully retains her mental capacity no matter her form, and retains the ability to cast spells, even if the form would not normally allow her to do so.

Command over Undeath. Aravae's bloodline relation to Orcus has imbued her with the ability to naturally command all undead around her. Any undead that starts it's turn within 1 mile of her location must make a DC 23 Wisdom saving throw or become charmed by her. Aravae, as a free action, can telepathically communicate with the undead and it must obey her commands. If summoned or conjured by another creature, the undead will still obey the commands of it's original master, but cannot be ordered to damage or hinder Aravae directly. This effect ignores an undead's condition immunities, and lasts until the undead in question moves out of the effects range, is specifically designated by Aravae to be immune to it, or is destroyed.

Attend the Queen. At the start of initiative, Aravae has a 50% chance to summon 1d4 Succubae to assist her in battle. Aravae herself is frozen in initiative order until all of these succubi are removed from the battlefield; she cannot be targeted while this is the case.

Spellcasting. Aravae's spellcasting ability is Charisma (spell save DC 23, +17 to hit with spell attacks). Aravae has access to the following spells:
Cantrips (at will): Chill Touch, Control Flames, Friends, Mage Hand, Mind Sliver, Prestidigitation, Message
1st level (at will): Absorb Elements, Charm Person, Disguise Self, Shield, Faerie Fire, Dissonant Whispers, Sleep
2nd level (at will): Crown of Madness, Phantasmal Force, Scorching Ray, Suggestion, Zone of Truth, Tasha's Mind Whip
3rd level (at will): Counterspell, Fireball, Dispel Magic
4th level (at will): Dimension Door, Greater Invisibility
5th level (3 slots): Dominate Person, Cloudkill
6th level (2 slots): Disintegrate, Globe of Invulnerability, Mental Prison
7th level (2 slots): Power Word Pain 
8th level (1 slot): Power Word Stun
9th level (1 slot): Power Word Kill

Legendary Resistances 3/day. When Aravae fails a saving throw, she may expend 1 Legendary resistance to succeed instead.

Actions

Cast a Spell. Aravae can use her action to cast a spell of her choice.

Multiattack. Aravae makes two Soul Drain attacks against separate targets.

Soul Drain. Melee Spell Attack: +15 to hit, reach 5 ft., #1 target. Hit: 38 (5d10 + 8) necrotic damage. Aravae reaches out to grab a creature within range; on a hit, their maximum hit points are reduced by an amount equal to the damage. If this effect causes a creature's maximum hit points to reach 0, they instantly die and Aravae is healed for the damage dealt.

Shattered Psyche (Recharge 6). Aravae attempts to reach into a creature's mind and forcibly break their will. The target must make a Wisdom saving throw against her spell save DC. On a failed save, the target takes 60 (10d10) psychic damage and is stunned for 1 minute; on a successful save, they take half as much damage and are not stunned. A creature stunned by this ability may repeat the save at the end of each of its turns. Sprinkling a vial of Holy Water on a creature affected by this ability will end the effect early. Alternatively, a Greater Restoration or Remove Curse spell will suffice in ending this effect. Once a target saves from this effect, or the effect ends, they are considered immune to this ability for next 24 hours.

Bonus Actions

Shadow Walk. When Aravae in dim light or darkness, as a bonus action, she can magically teleport up to 120 ft. to an unoccupied space that she can see that is also in dim light or darkness.

Reactions

Reactionary Spells. Aravae may use her reaction to cast one of the following spells: Shield, Absorb Elements, Counterspell.

Hellish Rebuke (Recharge 5-6). Aravae may use her reaction to cast Hellish Rebuke at 4th level.

Legendary Actions

Aravae has a total of 5 legendary actions per round.

Cast a Low-Level Spell (Costs 1 Action). Aravae casts a spell of her choice that is 4th level or lower.

Cast a High-Level Spell (Costs 3 Actions). Aravae casts a spell of her choice that is 5th level or higher.

Soul Drain (Costs 2 Actions). Aravae attempts to use Soul Drain on a hostile creature within range.

Recharge Shattered Psyche (Costs 5 Actions). Aravae sacrifices all of her legendary actions for that round to instantly recharge Shattered Psyche.

Lair and Lair Actions

Aravae's lair is a laboratory focused on the construction of new spells, magical effects, and what in her eyes is a cure for the plague that is undeath.

Lair Actions

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

  • Mist of Corruption. A thin layer of dark purple mist covers the floor; all creatures that are within this mist and are hostile towards Aravae must make a DC 18 Constitution saving throw or become charmed for the duration of the round.
  • Cloned Sentries. Multiple clones, equal to the number of creatures hostile towards the Queen of the Succubi, of Aravae's former persona Sophia arise, and each one casts Magic Missile on a separate adversary.

Regional Effects

The region containing Aravae’s lair is subjected to laws of a warped reality, which creates one or more of the following effects:

  • Beguiling Shadows. Visions of what a creature most desires plague them as they traverse the region surrounding Aravae's lair; at the start of each day, all creatures that are not fiends or servants of the Queen must make a DC 10 Wisdom saving throw or become confused for 24 hours. A friendly creature that is not under this effect may shake an affected creature out of their confusion by using their action to do so. Otherwise all affected creatures run in a random direction, chasing their desires in the process. This effects outwards for roughly 10 miles in all directions and ends if the creature ever leaves the affected area.
  • Ensnaring Darkness. Patches of dark, shadowy tendrils line the area up to a mile out from Aravae's lair. These tendrils attempt to grab all creatures that are not fiends or are not designated by Aravae to be immune to tendrils. A creature must make a DC 16 Dexterity saving throw to avoid the grab attempt. On a failed save, the creature is considered grappled and takes 7 (1d12) necrotic damage each round they are grappled. If a creature is reduced to 0 hit points while grappled in this manner, they are dragged into the darkness and it dies on the spot. A grappled creature may escape the grapple if they succeed on a DC 16 Strength saving throw, or if another creature spends their actions to pull them away from the tendril. The tendrils have an AC of 10 and a total of 12 hit points. They are immune to nonmagical attacks, as well as to damage from necrotic, psychic, and poison attacks. They dissipate into nothing if destroyed.

If Aravae dies, these effects fade over the course of 2d10 days.

Previous Versions

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