Medium Fey (Druid, Goliath), Lawful Evil
Armor Class 16 Natural
Hit Points 75 (7d10 + 10)
Speed 50 ft.
STR
14 (+2)
DEX
20 (+5)
CON
15 (+2)
INT
13 (+1)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws DEX +8, WIS +6
Skills Arcana +17, Athletics +18, Nature +17, Perception +21
Senses Blindsight, Passive Perception 18
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. [BLISS] is a #5th level spellcaster. Its spellcasting ability is [WISDOME] (spell save DC 14, +6 to hit with spell attacks). [BLISS] has following [DRUID] spells prepared:
Cantrips (at will): [spell name], [spell name] 
3RD Level (3 slots): [Call Lightning]

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

[Dispel Magic]

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

[Flame Arrows]

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

[Cure Wounds] 

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Actions

BLISS makes Two attacks.

Trample: If BLISS has moved at least 10’ and hit with A melee weapon, She can use her Momentum to knock the enemy down. CON SAVE- DC14 to resist prone. On a failure the target is knocked prone and takes additional 4d4 Bludgeoning. 

Action Melee Attack. Scimitar: +8 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 4) [slashing] damage. 

Action Ranged Attack. Longbow: +9 to hit, range 20/120 ft., 1 target. Hit: 12 (1d12 + 6) [piercing] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Parry. If hit with a Melee attack BLISS can add (1d4) to her AC as a reaction.

Counterspell: Bliss uses her reaction to Counter target spell if 3rd lvl or lower and has Advantage on spellcasters Spell save DC. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

BLISS is of an ancient Centaur Bloodline that was chased out of the Fae wilds centuries ago. She joined DAECHN in his quest on the shared hatred of the Arch Mages of the Fae realm for who she blames with the downfall of her people.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

DadStad

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