Large Undead, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 325 (30d12 + 130)
Speed 40 ft., Fly 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
21 (+5)
INT
22 (+6)
WIS
19 (+4)
CHA
25 (+7)
Saving Throws CON +13, INT +14, WIS +12, CHA +15
Skills Arcana +14, Deception +23, History +22, Insight +12, Perception +12
Damage Resistances Cold, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 22
Languages Common, Draconic, Elvish, Primordial, Undercommon
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Elemental Affinity. When Erandis casts a spell that deals poison or necrotic damage, she can add her Charisma modifier to one damage roll of that spell.

Hand of Vecna. While Erandis has the Hand of Vecna in her possession, her Strength score becomes 20, any melee spell attack she makes with the hand deals an extra 2d8 cold damage, she regains 1d12 hit points at the start of her turn if she has at least 1 hit point, and she has resistance against cold damage.

The hand has 8 charges. Erandis can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn.

Legendary Resistance (3/Day). If Erandis fails a saving throw, she can choose to succeed instead.

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

Metamagic. Erandis has 20 sorcery points, which can be used to gain additional spell slots (as per the sorcerer class table) or utilize the following metamagic options:

Distant Spell: When Erandis casts a spell that has a range of 5 feet or greater, she can spend 1 sorcery point to double the range of the spell. When she casts a spell that has a range of touch, she can spend 1 sorcery point to make the range of the spell 30 feet.

Quickened Spell: When Erandis casts a spell that has a casting time of 1 action, she can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell: When Erandis casts a spell, she can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell: When Erandis casts a spell that targets only one creature and doesn’t have a range of self, she can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Rejuvenation. If she is destroyed, Erandis gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of her phylactery.

Spellcasting. Erandis is an 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Erandis has the following sorcerer spells prepared:

Cantrips (at will): fire bolt, mage hand, poison spray, prestidigitation, ray of frost

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): blindness/deafness, detect thoughts, invisibility, mirror image

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball

4th level (3 slots): banishment, blight, dimension door

5th level (3 slots): cloudkill, dominate person

6th level (2 slots): disintegrate, globe of invulnerability

7th level (2 slots): finger of death, plane shift

8th level (1 slot): dominate monster, Abi-Dalzim's horrid wilting

9th level (1 slot): power word kill, time stop

Turn Resistance. Erandis has advantage on saving throws against any effect that turns undead.

Actions

Paralyzing Touch. Melee Spell Attack: +13 to hit, reach 5 ft., one creature. Hit: 10 (3d6) + 9 (2d8) cold damage. The target must succeed on a DC 21 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.

Poison Breath (Recharge 5–6). Erandis exhales poisonous gas in a 90-­-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Erandis can take 5 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. Erandis regains spent legendary actions at the start of her turn.

Queen of the Dead. Erandis casts a cantrip.

Misty Step. Erandis magically teleports up to 30 feet to an unoccupied space she can see.

Spell Master (Costs 2 Actions). Erandis casts a spell from her list.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Erandis can take a lair action to cause one of the following magical effects; Erandis can’t use the same effect two rounds in a row:

  • Erandis rolls a d8 and regains a spell slot of that level or lower. If she has no spent spell slots of that level or lower, nothing happens.
  • Erandis targets one creature she can see within 30 feet of her. A crackling cord of negative energy tethers Erandis to the target. Whenever she takes damage, the target must make a DC 20 Constitution saving throw. On a failed save, Erandis takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Erandis or the target is no longer in her lair.
  • Three illusions of Erandis appear within the lair within 80 feet of her and last until initiative count 20 on the next round. Erandis immediately switches places with one of them.
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