Keen Hearing and Smell. Adely has advantage on Wisdom (Perception) checks that rely on hearing and smell.
Magic Weapons. Adely's weapon attacks are magical.
Legendary Resistance (5/Day). If Adely fails a saving throw, she can choose to succeed instead.
Sunlight Sensitivity. While in sunlight, Adely has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Regeneration. Adely regains 30 hit points at the start of her turn if she has at least 1 hit point. If Adely takes damage from holy water, or a silvered weapon, this trait doesn't function at the start of Adely's next turn.
Innate Spellcasting. Aspect of Adely's innate spellcating ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Adely can cast the following spells, requiring no material components.
At will: sleep (as a 3rd level spell), shatter (as a 5th level spell), moonbeam (as a 4th level spell), shadow blade (as a 7th level spell), disguise self (can appear to be up to 4 feet shorter)
3/day each: summon shadowspawn (as a 6th level spell), shadow of moil, dream
Shapechanger. Adely can use her bonus action to polymorph into a wolf-humanoid hybrid, into a Large wolf, or into a Large swarm of bats, or back into her true form, which is humanoid.
While in swarm form Adely can't speak, has no walking speed, and has a flying speed of 30 feet. In addition Adely can enter the space of a hostile creature and stop there, and she can move through any opening large enough for a Tiny bat. Her statistics, other than her speed, and AC, stay the same in each form. Anything she is wearing transforms with her, but nothing she is carrying does. Adely reverts to her true form if she dies.
Undying. If Adely's hit points reach 0 or she dies, her body is destroyed, but her essence lingers, flying back into her domain where it forges a new body for itself in 2d100 days. When the new body is complete, Adely regains all her hit points and becomes active again.
Multiattack (Humanoid or Hybrid Form Only). Aspect of Adely makes four attacks, only one of which can be a bite attack.
Claws (Humanoid or Hybrid Form Only). Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) slashing damage plus 21 (6d6) necrotic damage. If the target is a humanoid it must succeed on a DC 24 Constitution saving throw or be cursed by werewolf lycanthropy. Instead of dealing damage, Adely can grapple the target (escape DC 26).
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one willing creature, or a creature grappled by Adely, incapacitated, or restrained Hit: 17 (2d8 + 8) piercing damage plus 17 (5d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Adely 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 rises the following night as a vampire under the Adely’s control.
Charm. Adely targets one humanoid she can see within 30 feet of her. If the target can see Adely, the target must succeed on a DC 24 Wisdom saving throw against this magic or be charmed by Adely. The charmed target regards Adely as a trusted friend to be heeded and protected. Although the target isn’t under Adely’s control, it takes Adely’s requests or actions in the most favorable way it can, and it is a willing target for her bite attack.
Each time Adely or her companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Adely is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of The Night (1/Day). Adely magically calls 3d6 swarms of bats or rats, provided that the sun isn't up. While outdoors Adely can call 2d4 werewolves or vampire spawn instead. The called creatures arrive in 1d4 rounds, acting as allies of Adely and obeying her spoken commands. The beasts remain for 1 hour, until she dies, or until the she dismisses them as a bonus action.
Aspect of Adely 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. Aspect of Adely regains spent legendary actions at the start of its turn.
Claws. Adely makes one attack with her claws.
Move. Adely moves up to her speed without provoking opportunity attacks.
Bite (Costs 2 Actions). Adely makes one bite attack.
Description
Adely is the frightening Goddess of the Night, being the daughter of Oberon and a powerful demon. She is widely believed to be the progenitor, and creator of all vampires and werewolves, including the mighty Vampire King, and the frightening werepire's. Her terrifying origin, is just as catching as her mysterious milky white visage, standing in at over 11 feet tall, and capable of growing to be well over 12 feet tall in her hybrid form, her beauty is just as dazzling as her physical might. Not one to shy away from a fight, she usually waits for her prey to approach and attack her first, until then only interacting with them with an attempt to seed fright into their heart's, be it physically or through their dreams.
Lair and Lair Actions
Lair Actions.
While Adely is in Castle Moonshine she can take lair actions as long as she isn't incapacitated.
On initiative count 20 (losing initiative ties), Adely can take one of the following lair action options, or forgo using any of them in that round:
- Until initiative count 20 of the next round, Adely can enter inside of paintings and exit out of any other painting within the castle grounds.
- Adely targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Adely and within 30 feet of her. If the target fails a DC 25 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Adely’s commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.
- One creature Adely can see within 120 feet of her must succeed on a DC 25 Charisma saving throw or be banished to a dream plane, a different plane of existence Adely has imagined into being. To escape, the creature must use its action to make a Charisma check contested by Adely’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects.
The region surrounding a Adely's castle is warped by her unnatural presence, creating the following magical effects:
- There’s a noticeable increase in the populations of giant bats, giant rats, and dire wolves in the region.
- Shadows cast within 4 miles of the castle seem abnormally gaunt and sometimes move as though alive.
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 4 miles of the Adely's castle, she can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with Adely upon waking.
If Adely dies, these effects fade over the course of 2d6 days.