Medium Undead, Lawful Evil
Armor Class 19 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 60 ft., Hover
STR
9 (-1)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +9, CHA +9
Skills Deception +8, Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic
Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
Languages Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Ethereal Combatant. Ariella can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.

Flyby. Ariella doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack. Ariella makes two melee weapon attacks and one use of Dreadful Duel.

Blade of Echoes. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) slashing damage.

 

Dreadful Duel. Ariella targets a creature within 30 feet and engages in a duel of shadows. The target must succeed on a DC 17 Wisdom saving throw or take 21 (6d6) psychic damage and have disadvantage on attack rolls against creatures other than Ariella until the end of its next turn.

Wail of Despair (Recharge 5-6). Ariella releases a mournful wail. Each creature within 30 feet of Ariella must succeed on a DC 17 Wisdom saving throw take 35 (10d6) psychic damage and become frightened for 1 minute. If you save, you take half as much damage and are not frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions

Shared Legendary Actions: Both Ariella and Thaldir share a pool of legendary actions that they can expend to perform actions on each other's turns. Each spirit can use one legendary action at a time and only at the end of another creature's turn. The shared pool of legendary actions refreshes at the start of the spirits' turn.

  • Coordinated Strike. The spirits make a melee weapon attack against a creature within their reach. If both spirits are adjacent to the same target, they can each make a melee weapon attack as a single coordinated strike.

  • Ethereal Maneuver. One of the spirits moves up to half its flying speed.

  • Ethereal Shift (Costs 2 Actions). The spirits switch places, seamlessly exchanging positions within their reach.

Lair and Lair Actions

Lair Actions: On initiative count 20 (losing initiative ties), the spirits take a lair action to harness the residual energy of their haunting presence. The spirits can't use the same lair action two rounds in a row.

  • Echoes of Suffering. The spirits release haunting echoes that cause the ground to tremble. All creatures within 60 feet of the spirits' lair must succeed on a DC 17 Wisdom saving throw or be stunned until the end of their next turn.

  • Vortex of Shadows. The spirits summon an ethereal vortex in a 20-foot radius centered on a point they can see within 120 feet. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, the creature is pulled 10 feet toward the center of the vortex and is restrained until the start of its next turn.

  • Spectral Harmony. The spirits unleash a synchronized strike, combining their martial prowess. Each creature within 30 feet of both spirits must succeed on a DC 17 Dexterity saving throw or be knocked prone. On a successful save, the creature isn't knocked prone.

ledzepiv

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