Legendary Resistn't (3/Day). If Queen Winifred fails a saving throw, she can choose to add 10 to the save, possibly turning a failure into a succeed instead. If she uses this effect, her Save DC decreases by 2 until the start of her next turn.
Rejuvenation. If Queen Winifred is reduced to 0 hit points and any False Bumblebears are present, then the Queen will come back to life after 1d3 turns with half of her maximum hit points. This trait cannot be used when her Mythic trait is active.
Unhealthy Pride. At the start of Queen Winifred's turn, If any effect prevented them from taking actions or forced the Queen to do a specific action on her previous turn, then there is a 50% chance that she gains immunity to the Charmed, Incapacitated, Paralyzed, Petrified, Stunned, and Unconscious condition until the end of her turn, and any effects inflicting those conditions on the Queen end.
Spellcasting. The lich is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): Binding Honey, Chill Touch, Friends, Infestation, Mind Sliver, Shield, Toll the Dead
1st level (4 slots): Absorb Elements, Detect Magic, Magic Missile
2nd level (3 slots): Blindness/Deafness, Crown of Madness, Detect Thoughts, Rime's Binding Ice (Honey instead of ice.)
3rd level (3 slots): Bestow Curse, Counterspell, Dispel Magic, fireball
4th level (3 slots): Blight, Confusion,
5th level (3 slots): Cloudkill, Dominate Person, Legend Lore, Scrying
6th level (2 slot): Circle of Death, Soul Cage, Globe of Invulnerability
7th level (2 slot): Crown of Stars, Finger of Death, Mirage Arcane
8th level (1 slot): Abi-Dalzim'a Horrid Wilting, Dominate Monster, Maddening Darkness,
9th level (1 slot): Psychic Scream
About Face (Mythic Trait). When Queen Winifred drops to 0 hit points and does not have any False Bumblebears, she does not die or fall unconscious. Instead, her current hit points are set to 250 and any negative effects or conditions on her end. Additionally, Queen Winifred gains an additional 2 legendary actions per turn, for a total of 5.
Sickening Aura (Mythic Form Only). Queen Winifred emits a sickening yellow light in a 30ft radius centered on herself. This area behaves like the sickening radiance spell. Queen Winifred is immune to this effect.
Multiattack. Queen Winifred may cast a spell of 5th level or lower and make 2 weapon attacks. She may cast a cantrip as if it was a weapon attack.
Queen Winifred the BEEheaded. Melee Weapon Attack: +14 to hit, +20ft. reach, one target. Hit: 2 (2d8+7) bludgeoning damage.
Gain Momentum. Queen Winifred may replace one of her attacks with this ability, increasing the speed of the flail. The next flail attack deals an additional 1d8 damage to a maximum or 8d8+7.
Command Undeath. Queen Winifred can choose one undead that she can see within 60 feet. That creature must make a DC 18 Charisma saving throw. If it succeeds, she can't use this feature on it again. If it fails, it becomes friendly to Queen Winifred and obeys her commands until she uses this feature again.
Frightful Presence. Each creature of the Queens choice that is within 120 feet other and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Queen's Frightful Presence for the next 24 hours.
Command. Queen Winifred may command any creature charmed by her or any undead under her control.
Bolster. Queen Winifred. Shouts out commanding words to her underlying. Each creature of Queen Winifred's choice gains 2d10+2 Temporary Hit points.
Attack Order. Queen Winifred marks a creature she can see with special pheromones. Until the start of Queen Winifred next turn, all False Bumberbears add 1d4 to their attack rolls against that creature.
Defend Order. Queen Winifred calls all False Bumblebears to defend her. Every False Bumblebear must use its reaction to fly to the Queen. Until the start of her next turn Queen Winifred has a +1 to both her armor class and to Dexterity saving throws for each False Bumblebear swarming her. If this feature grants her +3 or more to her Dexterity saves, then the Queen also has Evasion.
Shield. Queen Winifred adds 5 to her armor class, raising it to 23.
Absorb Elements. Queen Winifred may expend a spell slot to gain resistance to any elemental damage until the start of her next turn.
Counterspell. The Queen casts counterspell at 3rd level.
Queen Winifred 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. She regains spent legendary actions at the start of its turn.
Cantrip. Queen Winifred casts a cantrip.
Helicopter. Queen Winifred uses her Gain Momentum ability.
Bears and the Bees. (Costs 2 Actions). Queen Winifred Detaches part of herself, creating a False Bumblebear. When she does so, her maximum hit points decreases by 50. When that Bumblebear is killed, the Queen regains 25 of those maximum hit points. This Bumblebear joins the bottom of initiative.
If Queen Winifred's About Face trait is active, then she may use the following abilities as if they were legendary actions.
Mass Mental Prison. This may only be used the turn directly after About Face is activated. Choose up to 7 creatures you can see. They are now under the effect of Mental Prison as if they failed the saving throw, however they do not take any of the initial 5d10 psychic damage. A creature breaks free by facing whatever the Prison makes them see.
Cast (Costs X actions). Queen Winifred casts a spell. This casts a number of legendary actions equal to the spell level divide by 2 (rounded up).
Radiant Beam (Costs 5 actions). Queen Winifred begins charging up her ultimate attack. While charging the beam in this way, her movement speed is 0. Once a full round of combat has passed, this beam goes off. All creatures in a 90 degree, 120ft cone must make a DC 20 Dexterity or Constitution Saving throw. On a failure a creature takes 30d6 Radiant damage, or half as much on a successful one. A creature killed by this attack is disintegrated.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Queen Winifred can take a lair action to cause one of the following magical effects; Queen Winifred can’t use the same effect two rounds in a row:
Leeching Larvae. Queen Winifred flings a part of herself at you, which takes on the shape of a Bumblebear Larva. Make a DC 16 Dexterity saving throw. On a failure, the Larva grabs on to you and you take 4d8+2 Necrotic damage. Any damage a Larva deals will heal Queen Winifred that same amount. The Larva will continue to deal this damage at the start of each of your turns. You may use an action to remove the Larva. Alternatively, any damage kills the Larva.
Not Too Far From the Tree. Queen Winifred chooses a point that she can see. All creatures in a 5ft radius of that spot must make a DC 16 Dexterity Saving throw, as a massive rotten apple falls on them, taking 10d6 damage on a failed save or half as much on a successful one.
Comments