Medium Humanoid, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 150 (20d12 + 30)
Speed 40 ft., Climb 40 ft.
STR
10 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +7, CHA +8
Skills Insight +5, Performance +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Prone
Senses Darkvision 60ft, Passive Perception 14
Languages Abyssal, Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Danger Sense. You have an advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.

Versatile Beard. The Bearded Lady Espinoza has a magical beard that can grapple to objects and pull herself up. This makes her climbing speed equal to her walking speed and can use a dash action the same as walking.

Spellcasting. The Bearded Lady Espinoza is an 8-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 16, +8 to hit with spell attacks). The Espinoza has the following Bard spells prepared:
Cantrips (at will): Minor Illusion

1st level (3 slots): Dissonant Whispers, Command 

2nd level (2 slots): Blindness/Deafness

3rd level (2 slots): Dispel Magic

4st level (1 slots): Dispel Magic

Actions

 

Blindness/Deafness. 60ft. You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Dissonant Whispers. Ranged Attack: +8 to hit, range 60 ft., 1 target. Hit: 12 (3d6 + 5) Psychic damage. You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds in the save.

Minor Illusion. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Bonus Actions

Command. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Reactions

Dispel Magic. Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Description

Enter a general description for your monster here.

Habitat: Underdark

Jmmuro221

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