Skeletal Guardians. As a bonus action, Lady Irianis can raise two skeletons with 10hp each. (Recharge 5-6, only roll for recharge when no skeletons are alive)
While any summoned skeleton is alive, Lady Irianis is invulnerable to all spells and attacks, but can not attack. She can, however, take the Help action to aid one of her skeletons, or distract a player within melee range, giving them disadvantage on any attack they make before her next turn.
Staff of Defense. Lady Irianis wields a Staff of Defense with 6 charges, and will use it in combat. She can cast Shield from the staff as a reaction. If Lady Irianis brings the staff down to zero charges, it will not be destroyed.
Banshee Scream. If brought below 25% hit points, Lady Irianis lets out an agonising scream. This scream has no effect on constructs and undead. All other creatures within 60 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
After screaming, Lady Irianis will no longer raise skeletal guardians.
Multiattack. Lady Irianis makes two claw attacks. She can use Life Drain in place of one attack.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 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.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) necrotic damage.
Spellcasting. Lady Irianis can cast Bane at first level (2/day), even when invulnerable.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), a bolt of black energy bursts from the ceiling at a randomly chosen enemy. They must make a DC15 dexterity save or become petrified either until the next lair action, or Lady Irianis is dead.
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