Medium Humanoid (Archfey), Chaotic Neutral
Armor Class 20 Elven Chain
Hit Points 169 (26d8 + 52)
Speed 30 ft.
STR
12 (+1)
DEX
20 (+5)
CON
14 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
22 (+6)
Saving Throws DEX +10, CON +7, CHA +11
Skills Acrobatics +19, Arcana +14, Deception +20, Insight +13, Perception +9, Performance +20, Persuasion +14, Sleight of Hand +13
Damage Resistances Bludgeoning, Piercing, and Slashing from attacks not made with Cold Iron Weapons, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Stunned
Senses Blindsight 15 ft., Darkvision 60 ft., Passive Perception 19
Languages Common, Elvish, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

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

Fey Ancestry. Cliera has advantage on saving throws against being charmed, and magic can't put them to sleep.

Fey Manifestation (1/Day). If Cliera would be reduced to 0 hit points, their current hit point total instead returns to 169 hit points, and they regain any expended uses of Legendary Resistance. Additionally, Cliera can now use the options in the "Mythic Actions" section for 1 hour. Their body is partially transformed into black glass to reflect this manifestation.  Award a party an additional 30,000 XP (52,000 XP total) for defeating Cliera after the Fey Manifestation activates.

Spellcasting. Cleira is a 21st-level spellcaster. Their spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Cleira has the following Bard and Warlock spells prepared:

Cantrips (at will): prestidigitation, vicious mockery, booming blade, green flame blade

1st level (4 slots): arms of hadar, hellish rebuke, silvery barbs, tasha's hideous laughter, thunderwave

2nd level (4 slots): invisibility, mirror image, misty step, silence, suggestion

3rd level (4  slots): counterspell, hunger of hadar, major image, summon fey

4th level (3 slots): evard's black tentacles, greater invisibility

5th level (3 slots): banishing smite, mislead

6th level (2 slot): eyebite, otto's irresistible dance

7th level (2 slot): resurrection, teleport

8th level (1 slot): feeblemind, power word stun

9th level (1 slot): true polymorph, wish

Eldritch Smite (4/rest). On a weapon hit with the Moonblade, Cleira may choose to smite the target with Eldritch power. The target takes an additional 25 (5d10) force damage, and be knocked prone if it is Huge or smaller.

Actions

Multiattack. Cleira makes two attacks with their Moonblade.

Moonblade. +13 to hit, reach 5 ft. , one target. Hit: 11 (1d8 + 7) slashing damage, or 13 (1d10 + 7) slashing damage if used with two hands to make a melee attack.

Eldritch Blast. +14 to hit, reach 120 ft. , five rays, up to five targets. Hit: 11 (1d10 + 6) force damage. On a hit, the target's speed is reduced by 10 feet until the end of Cleira's next turn, to a minimum of 10 feet. On a hit, one target may be pushed up to 10 feet away from Cleira in a straight line.

 

Bonus Actions

Telekinetic Shove. Cleira uses their telekinetic abilities to shove a creature within 30 feet. The target must succeed on a DC 22 Strength saving throw against this magic or be shoved 30 feet in a direction of Cleira's choosing. If another creature is in their path, they must succeed on a DC 15 Dexterity saving throw or take 15 (3d10)  bludgeoning damage and be knocked prone.

Mantle of Majesty.  Cleira cloaks themself in a fey magic that makes others want to serve them. As a bonus action, they cast command, without expending a spell slot, and take on an appearance of unearthly beauty for 1 minute or until their concentration ends (as if they were concentrating on a spell). During this time, they can cast command as a bonus action on each of their turns, without expending a spell slot.

Any creature charmed by them automatically fails its saving throw against the command they cast with this feature.

Once they use this feature, they can’t use it again until they finish a long rest.

 

Unbreakable Majesty.  As a bonus action, they can assume a majestic presence for 1 minute or until they are incapacitated. For the duration, whenever any creature tries to attack them for the first time on a turn, the attacker must make a CHA saving throw (DC 22). On a fail, it can’t attack them on this turn, and it must choose a new target for its attack or the attack is wasted. On success, it can attack them on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.
Reactions

Opportunity Attack. Cleira makes an attack with their Moonblade.

War Caster. Cleira makes an opportunity attack with a cantrip targeting a single creature.

Counterspell. Cleira makes a DC 23 Arcana check to determine the nature and level of a spell cast by an enemy, and upon a success will cast counterspell at a level equivalent to the enemy's spell to negate it. If they do not possess a spell slot of the equivalent or higher level, or are unable to determine the nature of the magic, they may  cast it at a third level.

Legendary Actions

Cleira 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. Cleira regains spent legendary actions at the start of its turn.

Cantrip. Cleira casts a cantrip. or fires two rays of their Eldritch Blast.

Telekinetic Shove. Cleira uses their telekinetic abilities to shove a creature within 30 feet. The target must succeed on a DC 22 Strength saving throw against this magic or be shoved 30 feet in a direction of Cleira's choosing. If another creature is in their path, they must succeed on a DC 15 Dexterity saving throw or take 15 (3d10)  bludgeoning damage and be knocked prone.

Disrupt Purpose (Costs 3 Actions). Each non-fey creature within 20 feet of Cleira must make a DC 22 Charisma saving throw against this magic, taking 10 (4d4) force damage and becoming charmed until the end of their next turn on a failed save, or half as much damage only on a successful one.

Mythic Actions

Storm of Shattered Glass (Costs 2 Actions).  Cliera targets a point they can see within 60 feet and creates a 20-foot-radius sphere of swirling glass shards centered on that point. Each creature in the sphere must make a DC 20 Dexterity saving throw, taking 39 (12d6) slashing damage on a failed save, or half as much damage on a successful save. If Cliera is in the sphere, the shards deal no damage to them.

Shadow Summoning (1/Day).  Cliera manifests the power of the Archfey and summons four shadow glass warriors (use the veteran stat block). These warriors shatter into shards of dark glass when they are defeated.

Description

A powerful High Elf beholden to the powerful Archfey, Nintra Siotta. They have lived for hundreds of years, and would like nothing more than to take the place of their patron as an Archfey and retire to the feywilds to live the rest of their life in the fluctuating realm free of the mortal concerns of the material plane.

Lair and Lair Actions

Temple of the Princess of Shadow Glass

The lair of the Archfey known as Nintra Siotta, a chaotic evil archfey who was exiled from the Gloaming Court by the Queen of Air and Darkness long ago, is known in Faerûn by three titles: Princess of the Shadow Glass, Lady of Dread Omens, and Seeker of the Three Crowns.

The lair of Nintra Siotta is a forest temple with elaborate stained glass windows set into stone archways set between giant oak trees.  These windows depict various battles in the past between the Seelie and Unseelie courts, as well as the battles of Nintra Siotta.

Lair Actions

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

  • Cliera rolls a d8 and regains a spell slot of that level or lower. If they have no spent spell slots of that level or lower, nothing happens.
  • Cliera targets one allied or charmed creature it can see within 30 feet of it. A wisp of ethereal energy tethers them to the target. Whenever Cliera takes damage, the target must make a DC 17 Constitution saving throw. On a failed save, Cliera 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 Cliera or the target is no longer in the Fey lair.
  • The flow of time is altered such that every creature in its lair must reroll Initiative. Cliera can choose not to reroll.
  • Cliera targets one pane of shadow glass in the lair, causing it to explode into shards. Each creature within 20 feet of the exploding pane must make a DC 18 Dexterity saving throw, taking 26 (6d8)(6d8) piercing damage on a failed save, or half as much damage on a successful one. The shards fade away to vapor and the pane is restored to normal at the next initiative count 20.
  • Magical fog billows around one creature Cliera can see within 120 feet. The creature must make a DC 17 Wisdom saving throw or be charmed by them until Initiative count 20 on the next round.
JohnNox90

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