Large Celestial, Unaligned
Armor Class 17 Natural Armor
Hit Points 247 (29d10 + 87)
Speed 40 ft., hover
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
20 (+5)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws DEX +7, CON +9, INT +11, WIS +11, CHA +10
Skills Arcana +11, Religion +11
Damage Resistances Fire, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 80ft, Passive Perception 26
Languages Celestial
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Special Equipment. The Matron of Fate wears a ring of spell turning.

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

Magical Resistance. The Matron of Fate has advantage on saving throws against spells and other magical effects.

Spellcasting. The Matron of Fate is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The Matron of Fate has following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): clairvoyance, dispel magic
4th level (3 slots): divination, dimension door
5th level (2 slots): contagion
6th level (2 slot): heal, blade barrier
7th level (1 slot): fire storm
8th level (1 slot): divine word

Actions

Multiattack. The Matron of Fate can use three beam attacks and teleport. She can substitute any of her beam attacks with her rotting fist. Alternatively, the Matron of Fate can use harness arcane potential and teleport.

Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Radiant Bolt. Ranged Spell Attack: +11 to hit, range 50/80 ft., 1 target. Hit: 33 (8d6 + 5) radiant damage.

Teleport. The Matron of Fate teleports to an unoccupied space that it can see within 60 feet of itself.

Harness Arcane Potential. The Matron of fate tempers with the weave of all magic circles around her, channeling a positive and negative energy from each at her will. Enemies caught in the attack are forced to make a DC 19 Constitution Saving Throw or take 33 (6d10) radiant or necrotic damage. All magic circles are destroyed when this happens.

Severance (Recharge 6). Constitution save into fate roll on a fail. She grabs your string (you take 15d6 necrotic damage) and rolls a 1d10.

Bonus Actions

Summon arcane circle. The Matron of fate creates an arcane circle within 30ft of her. The circle is 10 feet in diameter. Any creatures which enter the space of a circle are forced to make a DC 17 Constitution saving throw against 11(2d10) radiant or necrotic damage. The magic circle is destroyed after this triggers.

Reactions

Reflect Spell. When the Matron of Fate successfully passes a dexterity saving throw for against a spell or is targeted by a spell attack, she creates an invisible mirror of force around her which adds +5 to her AC and reflects any spell cast at her at the time of using her reaction. The bonus to AC stands.

Legendary Actions

The Matron of Fate 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. The Matron of Fate regains spent legendary actions at the start of her turn.

Summon Arcane Circle. The Matron of fate creates an arcane circle within 30ft of her. The circle is 10 feet in diameter. Any creatures which enter the space of a circle are forced to make a DC 17 Constitution saving throw against 11(2d10) radiant or necrotic damage. The magic circle is destroyed after this triggers.

Teleport. The Matron of Fate takes the teleport action.

Attack. The Matron of Fate uses rotting fist or radiant bolt.

 

Description

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Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), The Matron of Fate takes a lair action to cause one of the following effects; The Matron can’t use the same effect two rounds in a row.

  • A Blade Barrier of force appears in the lair. Creatures are forced to make a DC 19 Constitution Saving throw against being blinded as this bright light appears.
  • Silence. No sound can emanate from within the area, and no sound can reach into it. Creatures in the area are forced to make a DC 19 Charisma Saving throw against being subjugated to the effects of the silence spell.
  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the Matron of Fate's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes (1d6) necrotic damage per level of the spell, and the spell has no effect and is wasted.
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