Strength of the Grave. When damage (that isn't radiant or from a critical hit) reduces Alicia to 0 HP, Alicia can make a CHA saving throw (DC 5 + the damage taken). On a success, Alicia instead drops to 1 HP (and can't use this feature again, until she can long rest).
Devil's Sight. Alicia can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.
Spellcasting. Alicia is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +9 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): eldritch blast, encode thoughts, mage hand, druidcraft, thaumaturgy
1st level (4 slots): hellish rebuke, mage armor, ice knife, shield
2nd level (3 slots): detect thoughts, darkness, mirror image
3rd level (3 slots): counterspell, remove curse, bestow curse, speak with dead
4th level (0 slots): blight, shadow of moil
5th level (2 slots): danse macabre, dream, scrying
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Hellish Rebuke. Ranged Spell Reaction: Alicia points her finger, and the creature that damaged her is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw of DC 18. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
Alicia 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. Alicia regains spent legendary actions at the start of its turn.
Detect. Alicia makes a Wisdom (Perception) check.
Cantrip. Alicia casts a cantrip.
Hound of Ill Omen (Once Only). Alicia can magically summon a hound of ill omen (modified dire wolf) to target one creature you can see within 120 ft. of herself.
Lair and Lair Actions
Alicia lives within the swamps, in a small hut. The immediate area around her is attuned to her powerful magic, and the previous adventurer's corpses buried in the swampy waters waiting on her command, emerging to destroy those who dare to disturb the Alicia's work.
Alicia encountered in her lair has a challenge rating of 7 (2,900 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Alicia can take a lair action to cause one of the following magical effects; Alicia can’t use the same effect two rounds in a row:
- Alicia calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that Alicia can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 28 (9d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
- Alicia targets one creature it can see within 30 feet of her. A crackling cord of negative energy tethers Alicia to the target. Whenever Alicia takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Alicia takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round.
- Alicia can summon a mist that conceals the area giving all creatures without magical sight disadvantage to attack rolls. This effect lasts until initiative count 20 on the next round.
Previous Versions
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