Medium Humanoid (Drow), Lawful Neutral
Armor Class 18 (chain shirt)
Hit Points 116 (20d8 + 40)
Speed 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
14 (+2)
WIS
17 (+3)
CHA
24 (+7)
Saving Throws DEX +10, WIS +9
Skills Deception +13, Perception +9, Performance +13, Persuasion +13
Damage Vulnerabilities Radiant
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 15
Languages Abyssal, Common, Elvish, Sylvan
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Fey Ancestry. Magic can’t put Chariste to sleep.

Legendary Resistance (3/Day). If Chariste fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Chariste makes two Longsword or Longbow attacks. She can replace one attack with a use of Spellcasting.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.

Longbow. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Cacophony (Recharge 3–6). Each creature in a 30-foot cube originating from Chariste must make a DC 21 Constitution saving throw. On a failed save, a creature takes 23 (5d8) thunder damage and is pushed up to 20 feet away from Chariste. On a successful save, a creature takes half as much damage and isn’t pushed.

Spellcasting. Chariste casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):

At will: dancing lights, mage hand, prestidigitation, vicious mockery

3/day each: charm person, dispel magic, invisibility, sleep

2/day each: blink, dimension door, dominate person, polymorph

1/day each: mass suggestion, project image

Bonus Actions

Taunt (2/Day). Chariste targets one creature within 30 feet of it. If the target can hear Chariste, the target must succeed on a DC 21 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Chariste's next turn.

Unbreakable Majesty (1/Day). Chariste can assume a magically majestic presence for 1 minute or until she is incapacitated. For the duration, whenever a creature tries to attack Chariste for the first time on a turn, the attacker must make a DC 21 Charisma saving throw. On a failed save, it can't attack Chariste on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack Chariste on this turn, but has disadvantage on any saving throw it makes against Chariste's spells on her next turn. 

Legendary Actions

Chariste 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. Chariste regains spent legendary actions at the start of her turn.

Longsword. Chariste makes one attack with her Longsword.

Vicious Mockery. Chariste casts vicious mockery.

Mantle of Inspiration. Chariste chooses up to 7 creatures she can see and that can see her within 60 feet of her. Each of them gains 14 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Monster Tags: NPC

Habitat: Urban

LordKotzalot

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