Medium Undead, Chaotic Good
Armor Class 19 Pride Silk Armor (Light Armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
19 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +11, INT +11, WIS +9
Skills Arcana +15, Religion +15
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision Darkvision of 120 feet, Passive Perception 17
Languages Celestial, Common
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Items The Players Can Loot From Her:

Borashira has these items equipped and attuned to automatically.

Rod Of Absorption
 
Robe of Enhancement (no attunement required)
 
Cloak of Displacement
 
Ruby Of The War Mage 

 

Regeneration. Borashira regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Spider Climb. Borashira can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Darkvision of 120 ft

Displacement. Whenever borashira casts a spell on a creature, you can move the target 5 ft. to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

Spellcasting. Borashira is a 20th level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Borashira has the following spells prepared:

Cantrips (at will): Booming Blade, Gust, Light, Sacred Flame, Thaumaturgy, Chill Touch

1st Level (4 slots): Bless, Cure Wounds, Disguise Self, False Life

2nd Level (3 slots): Hold Person, Magic Weapon, Misty Step

3rd Level (3 slots): Counterspell, Hypnotic Pattern, Vampiric Touch

4th Level (3 slots): Black Tentacles, Faithful Hound, Raulothim's Psychic Lance

5th Level (3 slots): Cloudkill, Control Winds, Seeming

6th Level (1 slot): Globe of Invulnerability

7th Level (1 slot): Teleport

8th Level (1 slot): Dark Star

9th level (1 slot): Time Stop

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by borashira, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and borashira regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

The Weight Of Your Sins (5/Day). As an action, Borashira can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if they were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw (DC: 17). On a failed save, it takes 2d10 force damage, has disadvantage on STR and DEX checks, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Rapier +3. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 1d8 + 4 slashing damage. This rapier also has a Ruby Of The War Mage attached to it and she can use it as a spellcasting focus unless someone finds a way to get the ruby off of the weapon.

Bonus Actions

Prayer Of Battle. As a bonus action, she blesses a weapon to strike for 1d4 extra fire damage. In return, she takes 1d4 damage.

Reactions

Rod Of Absorption (Item). While holding this rod, Borashira can use her reaction to absorb a spell that is targeting only her and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If she is targeted by a spell that the rod can't store, the rod has no effect on that spell.

If Borashira or a spellcaster is holding the rod, they can convert energy stored in it into spell slots to cast spells you have prepared or know. They can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. They use the stored levels in place of their slots, but otherwise cast the spell as normal. For example, they can use 3 levels stored in the rod as a 3rd-level spell slot.

Legendary Actions

Summon Servant (1/Day). Borashira magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Multiattack. Borashira makes two Rapier + 3 attacks

Divine Transformation (1/Day). As an action, Borashira can unleash the divine energy within herself, causing a searing light to radiate from her and pour out of her eyes and mouth. The transformation lasts for 1 minute or until she ends it as a bonus action. During it, she sheds dim light in a 10 feet radius centered on her. Once on each of her turns, she can deal an extra 1d4 of radiant damage to one target when she deals damage to it with an attack or a spell. Once she uses this trait, she can't use it again until she finishes a long rest.

Description

Her personality is very mother-like. She talks to people like she would talk to her own children, even her enemies. Her speech style is very Shakespearean. To others, she appears very charismatic. Those who know her true intentions, however, aren't fooled by her outward personality.

She believes in a god called "Sehanine Moonbow", an elven goddess of death, dreams, heavens, journeys, moon, moon elves, stars, and transcendence. She uses her religion to justify her actions, claiming its "in the name of my god".

 

Lair and Lair Actions

The lair appears to be a throne room, with stained glass depicting a woman floating above a burning city.

Lair Actions

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

  • Borashira 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.
  • Borashira targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Borashira to the target. Whenever Borashira takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Borashira 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 Borashira or the target is no longer in Borashira’s lair.
  •  Borashira calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that Borashira 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.

Regional Effects

The region surrounding Borashira's lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the her lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If she is destroyed, these effects end after 2d6 days.

Monster Tags: undead

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