Medium Fey, Chaotic Neutral
Armor Class 17 Unarmored
Hit Points 164 (2d6 + 7)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws DEX +8, CHA +7
Damage Vulnerabilities Necrotic
Damage Resistances Fire, Force; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Psychic, Radiant
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Writer’s Block. It is impossible to scry on her. Her inebriated mind wards off divination.

Spellcasting. Zelda is a 10th level spellcaster. Her spellcasting ability is [Charisma] (spell save DC 14, +6 to hit with spell attacks). Zelda has following sorcerer spells prepared:
Cantrips (at will): Firebolt, Frostbite
1st level (4 slots): Absorb Elements, Ice Knife, Sleep

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

Actions

Break A Leg. One creature at her choice must make a WIS 14 saving throw or they must “Entertain” the crowd by the theatrical arts. (Charmed condition)

Dazzling Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit:  2d6 + 4 bludgeoning damage. 

Papa’s Handgun. RangedWeapon Attack: +4 to hit, range 30/90 ft., 1 target. Hit: 2 2d8 + 4 piercing damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Steal the Spotlight. When a creature makes a melee attack against her, she can display a flash of brilliant light by blinding them for 1 round. The creature then must make a DEX 16 saving throw. If succeeded they take no damage, but if they fail then they take half of the damage they dealt to her this turn. 

Legendary Actions

Zelda Sayre Fitzgerald can take 4 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. Zelda regains her legendary actions at the beginning of her turn.

Save Me the Waltz (Costs 2 Actions). In a range of 60 ft. in a 30ft. cube, Zelda can create an illusion of a Jazz party filled with flapper girls, booze, and food. Any creatures in the area of effect must make a INT 14 saving throw or be enthralled into the party. The affected creatures can make another saving throw at the end of each of their turns to leave the party.

Fifth Avenue (Costs 1 Action). She can take the dash action without provoking attacks of opportunity.

Still Life with Cyclamen (Costs 1 Action). She can heal herself for 10 more than her half life total.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Southern socialite turned enfants terribles Zelda Sayre Fitzgerald lived life to its fullest. Everything and everyone in her own little world was for her pleasure. This Jazz Age flapper’s life was spiraling out of control without her recognition. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

whosraven

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