Innate Spellcasting. The Raven Queen's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield
3/day each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If The Raven Queen fails a saving throw, she can choose to succeed instead.
Magic Resistance. Raven Queen has advantage on saving throws against spells and other magical effects.
Master of Magic. Raven Queen has advantage on Constitution saving throws to maintain concentration.
Multiattack. Raven Queen makes four attacks with Arcane Blast.
Arcane Blast. Ranged Spell Attack: +18 to hit, range 120 ft., one target. Hit: 15 (1d10 + 10) force damage.
Reaping Scythe. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 36 (5d12 + 4) force damage.
Planar Cataclysm (Recharges after a Long Rest). The Raven Queen conjures orbs of magical energy that plummet to the ground at three different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. The Raven Queen and spells she casts are unaffected by these fields.
Change Shape. The Raven Queen magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (The Raven Queen’s choice).
In a new form, The Raven Queen retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The Raven Queen 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. The Raven Queen regains spent legendary actions at the start of her turn.
Attack. The Raven Queen makes two attacks with her Arcane Blast or one attack with her scythe.
Consume Magic (Costs 2 Actions). The Raven Queen targets a creature within 120 feet of her who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and The Raven Queen gains 5 temporary hit points per level of that spell.
Maddening Memories(Costs 3 Actions). The Raven Queen corrupts a memory of a creature she can see within 60 feet of her. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can’t expend a spell slot is instead stunned until the end of its next turn.
Disrupt Life (Costs 3 Actions). Each undead creature within 20 feet of the Raven Queen must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Fortress of Memories
One of the Raven Queen's divine realms in the Shadowfell was a castle known as the Fortress of Memories. It was a place of overwhelming sorrow, overflowing with memories taken from mortals and fragments of dead deities, material objects collected by the reapers and brought to her as gifts, and apparitions of creatures and places associated with strongly emotional stories.
Lair Actions
On initiative count 20 (losing initiative ties), the Raven Queen can take a lair action to cause one of the following magical effects; the Raven Queen can’t use the same effect two rounds in a row:
- The Raven Queen rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The Raven Queen targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Raven Queen to the target. Whenever the Raven Queen takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the Raven Queen takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Raven Queen or the target is no longer in the Raven Queen’s lair.
- The Raven Queen calls forth the spirits of creatures whos souls she has collected. These apparitions materialize and attack one creature that the Raven Queen can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
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