Armor Class 20 Natural
Hit Points 380 (40d10 + 160)
Speed 80 ft., Hover
STR
16 (+3)
DEX
26 (+8)
CON
18 (+4)
INT
28 (+9)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws DEX +17, CON +13, INT +18, WIS +18, CHA +19
Skills Acrobatics +17, Animal Handling +18, Deception +19, History +18, Insight +18, Investigation +17, Nature +18, Stealth +17
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine; Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Blindsight 30 feet, Darkvision 120, Truesight 60, Passive Perception 28
Languages Common, Common, Draconic, Draconic, Elvish, Giant Elk, Sylvan, Undercommon Cindrella can understand all languages.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Queen of Darkness. Within 30 feet of Cindrella is swathed in dim-light, even at noon day. Any creature that strikes Cindrella with a melee weapon must roll a DC 23 Wisdom saving throw or be blinded for one minute (they may roll the saving throw again at the end of each turn). 

Queen of Air. Cindrella commands the air near her. Creatures hostile to Cindrella find themselves buffeted by gale-force winds, treating movement within 30 feet of her as difficult terrain. Friendly creatures with flying speeds gain 10 feet of movement at their beginning of their turn if they are within 30 feet at the beginning of their turn. 

Faerie Bargains. Cindrella is able to grant wishes under faerie bargains using verbal contracts with willing participants. A faerie bargain always favors Cindrella, and she will twist the language to her benefit whenever possible. Those who accept a faerie bargain establish a one-way link to Cindrella, and she is able to see and hear from their eyes/ears at-will. 

Spell-like Abilities. Cindrella may use the following spell-like abilities without material components:

At-Will: Wind Wall, Conjure Woodland Beings, faerie Fire, 

3/day: Charm Monster, Plane Shift, Banishment, Control Weather

1/day: Wish, Geas

Cindrella is also a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 27, +16 to hit with spell attacks). Cindrella has the following sorcerer/wizard spells prepared:

Cantrips (at will): Prestidigitation, Mage Hand, Ray of Frost, Gust. 

1st level (7 slots): Mage Armor,  Absorb Elements, Cause Fear, Comprehend Languages, Disguise Self, Hideous Laughter, Shield, Unseen Servant.

2nd level (7 slots): Darkness, Detect Thoughts, Earthbind, Enlarge/Reduce, Hold Person, Locate Object, Mirror Image. 

3rd level (6 slots): Bestow Curse, Blink, Counter Spell, Dispel Magic, Fear, Incite Greed, Major Image, Haste, Summon Fey, Tongues, Vampiric Touch.

4th level (6 slots): Banishment, Charm Monster, Confusion, Dominate Beast, Hallucinatory Terrain, Ice Storm, Polymorph, Secret Chest, Phantasmal Killer.

5th level (5 slots): Cloudkill, Dominate Person, Dream, Geas, Hold Monster, Negative Energy Flood, Passwall, Wall of Force.

6th level (5 slots): Arcane Gate, Circle of Death, Disintigrate, Freezing Sphere, Instant Summons, Guards and Wards, Globe of Invulnerability. 

7th level (4 slots): Finger of Death, Mirage Arcana, Power Word Pain, Project Image, Simulacrum, Teleport, Whirlwind. 

8th level (4 slots): Horrid Wilting, Antimagic Field, Dominate Monster, Feeblemind, Illusory Dragon.

9th level (3 slots): Blade of Disaster, Gate, Mass Polymorph, True Polymorph, Weird.

Actions

Multi Attack. Cindrella makes two attacks with her black blades or her conjured lances. All damage from Cindrella's blades are magical attacks. 

Fury of Wind and Shadow. Cindrella teleports to a location within 60 feet and makes a multi-attack against a creature within 5 feet. If either attack hits, she may teleport to another location within 30 feet and make a second set of multi-attacks at a creature within 5 feet. 

Cindrella's Black Blades. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: +17 for 13 (1d8 + 8) slashing damage + 9 (2d8) force damage + 9 (2d8) necrotic damage.  

Lance of Ice and Wind. Ranged Weapon Attack: +17 to hit, range 60/120 ft., 1 target. Hit: 13 (1d8 + 13) piercing damage + 13 (3d8) force damage + 13 (3d8) cold damage. 

Bonus Actions

Cindrella's Magical Prowess. Cindrella may cast a spell up to 5th level as a bonus action if she has not cast another spell yet this turn. 

Reactions

Cindrella has up to three reactions in a round, but only may use one per turn. In addition to standard reactions, she has the following legendary reactions she may use as needed:

Rebuke of Shadows. When struck by a melee weapon or spell attack, Cindrella's shadow lashes out with an icy rebuke, dealing 13 (3d8) cold damage. If Cindrella is in the fey wild or in dim light, she may also teleport up to 30 feet to a location she can see. 

Air Mastery. When struck by a ranged weapon or spell attack, the winds themselves spring into action to protect her majesty; roll a d20. if the roll is even, the attack misses regardless of the die roll.

Legendary Actions

Cindrella may make up to 3 legendary actions per round. 

Shadow Step (Costs 1 Action). Cindrella may teleport up to 30 feet and make a single attack. 

Gale of Winds (Costs 2 Actions). Cindrella releases a powerful barrage of icy wind originating on herself and radiating in all directions. All creatures within 30 feet must make a DC 27 Strength Saving throw or take 10 (3d6) cold damage be pushed back 10 feet. Creatures who fail their saving throw also have their movement halved until the end of their next turn. 

Might of the Winter Court (Costs 3 Actions). Cindrella chooses a point within 120 feet and unleashes the icy winds and darkness of the Court of Air and Darkness. Each creature in a 30-ft radius from that point takes 18 (4d8) force damage and 18 (4d8) cold damage, and is knocked prone. A successful DC 27 Dexterity saving throw reduces the damage by 1/2. Additionally, the area is enshrouded in magical darkness for 1 minute. If this ability is used again, the darkness moves/restarts timing. 

Description

Cindrella is an usurper of the faerie courts, having slain the queen and taken the thrown of the high queen of air and darkness in the fey wild. She manifests as a medium humanoid fey, with black attire and a black cloak of wolf's pelts. She wears a pair of black longswords at her side

Lair and Lair Actions

Cindrella's lair is an icy palace deep in the fey wild, where she rules the Faerie Courts with her iron will. 

Lair Actions

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

  • Faerie Nightmare. Cindrella chooses a location up to 120 feet away. Each creature within 30 feet of that point are surrounded by frigid, howling winds and magical darkness. Any creature who first enters or begins their turn in the area of effect is blinded, and must roll a DC 27 Constitution Saving throw or take 13 (3d8) cold damage.
  • Wild Magic Interference. Cindrella chooses a spellcaster she can see. For the next minute that spellcaster must roll a concentration check whenever they cast a spell, or spellcasting fails. The DC for spellcasting is 8 + the spell's level. 

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Shadows are deepened - bright lights become dim lights, dim lights become darkness within 5 miles of Cindrella's lair. 
  • Deep chills permeate the region. Travelers not dressed for cold weather (or who are not resistant to cold damage) must succeed at a Constitution saving throw DC 10 or suffer one level of exhaustion in the freezing air. Each hour, the DC increases by 1, capping at DC 20 after 10 hours. 

If Cindrella dies, these effects fade over the course of 1d4 days.

Monster Tags: fey

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUrban

Ozylanthe

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