Large Monstrosity, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 220 (18d8 + 54)
Speed 60 ft., Fly 30 ft.
STR
16 (+3)
DEX
22 (+6)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws DEX +13, CON +11, CHA +13
Skills Deception +12, Insight +11, Perception +11, Stealth +12
Damage Resistances Radiant
Damage Immunities Cold, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 21
Languages Celestial, Common, Elvish, Sylvan
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Magic Resistance. Ashlyn has advantage on saving throws against spells and other magical effects.

Enfeebling Mind. Ashlyn is always under the effects of the mind blank spell and cannot be affected by magic that targets her intelligence.

Mind Breaker. Ashlyn's attacks invariably hurt her targets mind. If a spellcaster is hit they must make a wisdom save with a DC of 20. On a fail, the target becomes unable to cast leveled spells and loses concentration if they were concentrating.

Spellcasting. Ashlyn is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Ashlyn has the following spells prepared:

(at will): toll the dead, chill touch

1st level (4 slots): wrathful smite, bane, inflict wounds

2nd level (3 slots): detect thoughts, mirror image, hold person, invisibility

3rd level (3 slots): bestow curse, slow, spirit shroud

4th level (3 slots): banishment, staggering smite, locate creature

5th level (3 slots): destructive wave, scrying, steel wind strike

Actions

Multiattack. Ashlyn makes three melee attacks.

Paralyzing Touch. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Life Stealer Scythe. Melee Attack: +13 to hit, reach 5 ft., one creature. Hit: 18 (4d6+6) necrotic damage. Ashlyn then heals herself or an ally within 30 feet for half the damage dealt.

Bonus Actions

Unseelie Steps. Ashlyn teleports, along with any equipment she is wearing or carrying, up to 30 feet to an unoccupied space she can see. Any creature within 30 ft. of her before and after teleporting must make a DC 21 Wisdom saving throw or be frightened of her. If frightened they can make another save at the end of their turn, becoming immune to the effect on a successful save.

Spiritual Scythe. Ashlyn summons a spectral scythe within 30 ft. of her. She can then move it 30 ft. and attack with it. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) force damage.

Reactions

Soul For Deceit. When a spell or effect targeting one of Ashlyn's mental saves is inflicted upon her, she can use a reaction feint a failure if she succeeded. Making a deception check contested by the users insight. While feinting Ashlyn will ready an action.

Legendary Actions

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

Attack (Costs 1 Action). Ashlyn makes one attack, if she has a duplicate, it also makes an attack.

Disrupt Life (Costs 2 Actions). Each non-undead creature within 20 feet of Ashlyn must make a DC 21 Constitution saving throw against this magic, taking 18 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Duplicity (Costs 2 Actions). Ashlyn creates a duplicate of herself. The duplicate is indistinguishable from the original and shares its turn on initiative has 30 health, can't use legendary actions, and can only take one action on her turn.

stFerrell

Comments

Posts Quoted:
Reply
Clear All Quotes