Medium Dragon, Chaotic Evil
Armor Class 20
Hit Points 226 (18d12 + 108)
Speed 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
22 (+6)
INT
14 (+2)
WIS
12 (+1)
CHA
24 (+7)
Saving Throws DEX +11, CON +14, CHA +15
Damage Resistances Acid, Cold, Fire, Lightning, Poison, Thunder
Damage Immunities Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Charmed, Frightened
Senses Passive Perception 17
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Draconic Ancestry: Alice has draconic blood, granting her a natural resistance to all elemental damage types (acid, cold, fire, lightning, poison, thunder).

Tiamat's Blessing: Alice's magic is imbued with the power of Tiamat, allowing her to cast spells with a more potent effect. She can cast any spell from the sorcerer spell list as a 17th-level sorcerer.

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

Alice is a 17th-level sorcerer. Her spellcasting ability is Charisma (spell save DC 18, +14 to hit with spell attacks). She has the following sorcerer spells prepared:

Cantrips (at will): Acid SplashFire BoltMinor IllusionMessagePrestidigitationShocking Grasp

1st Level (4 slots): Charm PersonDisguise SelfSleepTasha's Hideous Laughter

2nd Level (3 slots): InvisibilitySuggestionWeb

3rd Level (3 slots): FireballHypnotic PatternCounterspell

4th Level (3 slots): ConfusionPolymorphWall of Fire

5th Level (3 slots): Cone of ColdHold MonsterTelekinesis

6th Level (2 slots): Chain LightningDisintegrate

7th Level (2 slots): Fire StormMirage Arcane

8th Level (1 slot): Mind BlankDominate Monster

9th Level (1 slot): Prismatic Wall

Actions

Multiattack. Alice makes three attacks: one with her greatsword and one with with her breath weapon.

Greatsword: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 5) slashing damage.

Breath Weapon (Recharge 5-6): Alice exhales a 30-foot cone of an element of her choice (acid, cold, fire, lightning, poison,). Each creature in the cone must make a DC 18 Dexterity saving throw, taking 30 (8d8) damage of the chosen element on a failed save, or half as much damage on a successful one

Bonus Actions

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

Legendary Actions

Legendary Actions: Alice 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. Alice regains spent legendary actions at the start of her turn.

AttackAlice makes one greatsword attack.

MoveAlice moves up to her speed.

Cast a Spell: Alice casts one spell from her spell list.

Description

Alice, once a seemingly ordinary human, has been transformed into a monstrously powerful Aspect of Tiamat. Her once-human features are now obscured by scales, her eyes burn with a fiery red light, and her voice carries the chilling echo of ancient draconic power. She is a master manipulator and strategist, using her charisma and cunning to sow chaos and destruction in pursuit of her draconic mistress's goals. Despite her monstrous form, a flicker of her former humanity still lingers within her, a twisted reflection of the person she once was. Now, with her resistance to all elements and the ability to unleash any of them in a devastating breath weapon, she is a true force of nature, capable of adapting to any situation and bringing ruin to her enemies.

TheHerethicc

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