Large Monstrosity, Lawful Evil
Armor Class 18 Stern Defender Shield
Hit Points 136 (13d10 + 65)
Speed 50 ft.
STR
13 (+1)
DEX
17 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws DEX +8, INT +9, CHA +9
Skills Arcana +9, Athletics +6, History +9, Insight +10, Intimidation +9, Perception +10, Persuasion +9
Damage Resistances Acid, Cold, Fire, Force, Lightning, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Blindsight 60 Feet, Passive Perception 19
Languages Abyssal, Common, Infernal, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Devoted Princess. Arah always knows the location of any creature she has petrified, provided they both share the same plane of existence. If the petrified creature takes damage or is freed of its condition, Arah knows immediately.

Immutable form. Arah is immune to any spell or effect that would alter her form.

Marbled-Skinned. Arah's skin is made of dense marble-like material, making her extremely resilient. whenever she takes damage from a source other than psychic, the damage dealt is reduced by 5. If Arah would take damage from a critical hit, this trait ceases to function until the start of her next turn.

Gorgon's Gaze. When a creature that can see Arah's eyes starts its turn within 30 feet of her, Arah can force that creature to make a DC 16 Constitution saving throw as long as she isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, the creature that fails the save being to turn to stone and is restrained the restrained creature must repeat the saving throw at the end of this next turn, becoming petrified on a failure or ending the effect on itself on a success. This petrification last until the creature is freed by the greater restoration spell or similar magic. A creature can avert its eye at the start of its turn to avoid making the saving throw. If it does so, the creature can't see Arah until the tart of its net urn, when it can avert its eyes again. If the creature looks at Arah in the meantime, it must immediately make the save.

Kellfindorf's Guardian (Recharges after a Short or Long Rest). When Arah entes her throne room, if she is below half her hit point maximum, her current hit points total resets to 136 and she recharges her Breath of Venom. Additionally, she can then us the options listed in the Kellfindorf's Guardian section of her Legendary Actions for 1 hour, provided she remains in her throne room. This ability ends immediately if Arah voluntarily leaves the throne room.

Innate Spellcasting. Arah's can innately spell cast the following spells.

Spellcasting. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Arah has following spells prepared:
At Will: Detect Magic, Fog Cloud, Shield
3/day: blindness/deafness, Hold Person, Suggestion

2/day: Bestow Curse, Counterspell, Fear

1/day: Greater Invisibility, Dominate Person

Actions

Hope's Flame (3/Day). Arah is attuned to a legendary rapier known as Hope's Flame. Melee weapon attacks made with Hope's Flame are magical. In addition, while holding Hopes Flame, Arah can expend an action to have the rapier emit a streak of flame toward a point she can see within 90 feet of her, where it then explodes. Each creature within 20 feet of that oint much make a DC 16 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much on a successful one. The fire spreads around corners and ignites nonmagical flammable objects that aren't being worn or carried.

Stern Defender. Arah wields a potent magical shield known as Stern Defender. as an action on her turn, Arah can activate Stern Defender and have it float i her space. For the duration, her AC is reduced by 2, and when a friendly creature within 15 feet of her would be hit by an attack, she can briefly interpose the shield between the target and attacker, granting the target a +3 bonus to its AC and potentially blocking the attack. Arah can recall Stern Defender to her as a bonus action.

Multiattack. Arah makes two melee attacks: one with Hope's Flame and one with her Snake Hair. She can replace any number of these attacks with Arcane Bolt.

Hope's Flame. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) magical piercing damage. 

Snake Hair. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, plus 10 (3d6) poison damage.

Arcane Bolt. Ranged Spell Attack: +9 to hit, range 240 ft., one target. Hit: 16 (3d10) force damage.

Animate Stone (Recharge 4-6). Arah chooses up to five petrified targets she can see within 60 feet of her and animates them to her will. The targets use the petrified minion stat block and take their turn directly after Arah, following her commands to the beset of their ability. Arah can have up to 10 petrified targets animated at a time. While she has a least one petrified target animated in this way, she must concentrate on this ability as if concentrating on a spell. The animating effect ends early if a target is freed fo its petrification, if Arah loses concentration on this ability or if she uses this ability again while already having 10 petrified targets active, at which point the new targets replace old ones (Arah's choice).

Breath of Venom (Recharge 5-6). Arah exhales a cloud of noxious fumes in a 60-foot cone. Creatures in the area must make a DC 16 Constitution saving throw. A Creature takes 21 (6d6) poison damage on a failed save or half as much on a successful one. If a creature fails this saving throw by 5 or more, it is also poisoned for 1 hour. This has no effect on petrified creatures, constructs, undead or creatures that don't need to breathe.

Legendary Actions

Arah 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. Arah regains spent legendary actions at the start of her turn.

Sudden Strike (Costs 1 Action). Arah makes an attack with her Snake Hair, Hope's Flame or Arcane bolt.

Fighting Retreat (Costs 1 Action). Arah moves up to her speed without provoking opportunity attacks.

Kellfindorf's Guardian (Costs 2 Actions). If Arah has used her Kellfindorf's Guardian ability, she can use the additional legendary action options listed below:

Kellfindorf's Imprisonment (Costs 1 Action). Arah chooses 1 creature she can see within 60 feet of her and attempts to encase them in a magical cube of golden energy. The target must succeed on a DC 16 Charisma saving throw or be imprisoned in a magical transparent box. The box measures 10 by 10 feet, has AC 10 and 50 hit points and is immune to all damage except force damage. A creature inside the box can't leave it by any means (including teleporting to another plane of existence) but can otherwise move around and freely. The creature can't be targeted by spells or physically attacked and can be seen from the outside of the box, but not heard. Effects such as Arah's Gorgon's Gaze still function as normal. The imprisoned creature can attempt the saving throw again at the end of each of its turns, freeing itself from the box on a success. If th e creature attempts the saving throw again and fails, it takes 10 (3d6) psychic damage.

Warrior's Onslaught (Costs 2 Actions). Arah moves up to her speed toward a creature she can see and makes three melee weapon attacks against them. 

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