Submission is Pleasure. A Creature charmed by the Mistress remains charmed by her until 24 hours pass, or they are directly injured by the Mistress or another creature charmed by her. If a creature is charmed by her, they are also unable to knowingly injure any creature charmed by the Mistress, unless she directly commands them. If a creature is injured by either the Mistress or her charmed creatures can make a dc 16 Wisdom Save to end the Charmed Effect
Spellcasting. The Mistress casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: dancing lights, Zone of Truth, disguise self, mage hand, Enthrall, Modify Memory,Silvery Barbs
3/day: Enemies Abound,Suggestion
1/day each: dominate monster, globe of invulnerability, Mass Suggestion, Teleport, Geas
In the Mistress' Presence. When a creature that can see the Mistress’s eyes starts its turn within 30 feet of the Mistress, she can force it to make a DC 16 Intelligence Saving throw or be Charmed by her until the end of their turn.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the Mistress until the start of its next turn. If the creature looks at the Mistress in the meantime, that creature must immediately make the saving throw.
Dropping Deeper (Recharges on short or Long Rest). The first time the Mistress drops to 0 hit points, she does not go unconscious. Instead, she recovers 90 HP, and regains any spent Legendary Resistances.
Multi Attack. The Mistress makes 3 attacks with her Stiletto, or two attacks with That Calming Voice.
Stiletto. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
That Calming Voice. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 21 (6d6) Psychic damage. The Target must make a dc 16 Wisdom Saving throw or be charmed by the Mistress
Blessing of Pleasure. Any creatures within 60 feet of the Mistress who are currently charmed by her can add an additional d8 to the next ability check and saving throw they make. This cannot be used to resist any charm effects from the mistress, and the blessing is lost immediately if they break free of the charm.
Blessing of Pain. Any creature within 60 Feet of the Mistress who is currently charmed by her flies into a flurry of reckless abandon, giving them advantage on all attack rolls and have advantage on all Strength, Dexterity and Constitution saving throws. However, all attacks against them are made with advantage, and they have disadvantage against Wisdom, Intelligence, and Charisma Saving throws.
Why Resist? Upon taking damage from a melee or ranged attack, the mistress can force the target to make a DC 16 Charisma Saving Throw or be Charmed by her. If the creature has been charmed by her in the past 24 hours, they make the save at disadvantage.
Enter the description for how legendary actions work for your monster here.
Attack (Costs 1 Actions). The Mistress can make one attack with her Stiletto or Calming Stare.
In a Haze. (1 Action). The Mistress teleports up to 30 feet away. She leaves behind a cloud of perfumed mist. Any creature within a 10 foot radius of where she was must make a dc 16 Wisdom saving throw or be charmed by the Mistress.
Praising Words. (1 Action). The Mistress gives a creature charmed by her advantage on their attack rolls until the end of their next turn or until they miss an attack.
Upon Dropping Deeper, she gains access to the following legendary actions for the next hour.
Pay Tribute (Cost 3 Actions). Anyone creature within who can see the mistress and are charmed by her take 3d6 Psychic Damage. If this would drop a target to 0 HP, they are considered stabilized. The Mistress receives temp HP equal to the total amount drained from all creatures. This does not trigger a save to remove the charm effect.
Heartbreak (Cost 2 Action). The Mistress chooses one target she can see within 100 who either is charmed by the Mistress, or has been in the past 24 hours. The Target must make a dc 16 saving throw or take 55 (10d10) Psychic Damage. If the target takes damage, any charm effects are instantly dispelled and are no longer considered to have been charmed by her in the past. They can still be charmed by her again as normal.
Lair and Lair Actions
Any castle or mansion the Mistress dwells in for more then a month becomes her lair. If she finds herself living in a smaller dwelling, such as a cottage in a village, her influence may extend to the surrounding area.
Lair Actions
On initiative count 20 (losing initiative ties), the Mistress takes a lair action to cause one of the following effects; the Mistress can’t use the same effect two rounds in a row:
- 1d4 Warlock of the Archfey rush in to protect their Mistress. They appear in the closest entrance to the room to the Mistress. If there is no way in to the area the Mistress is in (Door is blocked, cave in, etc.) this has no effect. They are considered charmed by her for the purposes of her abilities, though the charm cannot be broken as long as the Mistress lives. If the Mistress dies before they do, the psychic backlash leaves them incapacitated for 2d12 hours, or until they are affected by Greater Restoration or a similar effect.
- Any creature who has been charmed within 24 hours by the Mistress (but are not currently charmed). get briefly distracted by memories of Bliss. The next attack or ability check they make before the next lair action is made with disadvantage.
- The next 3 creature charmed by the Mistress to land an attack gains 10 temp HP and benefits from the Mistress' Praising Words feature
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:
- The Mistress can sense any creature that is charmed by her within a 10 mile radius, and is aware of their mood.
- Anyone within the region tends to have a more joyful mood.
- Travelers passing near the area might find themselves inclined to stay longer then expected, often making up flimsy justifications. They themselves probably don't know why.
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