Turn Resistance. Alice has advantage on saving throws against any effect that turns undead.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Multiattack. Alice can make up to two melee weapon attacks per turn.
Alice's Cry. Each non-undead creature within 60 feet of Alice that can see or hear her must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if she is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Alice’s Cry for the next 24 hours.
Mournful Scream(1/Day). Alice releases a mournful scream, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 15 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 14 (4d6) psychic damage.
Raging Cries(2/Day) Alice focuses on her pain while her memories from when she was living come back to the surface. She unleashes a raging cry and enters an undead fury.
While in this state, she can up to an additional melee action per turn and every melee attacks that she makes inflicts an additional 1d8. The rages last one minute.
Playground(1/Day). Alice can warp and change the environment around her by humming her favorite lullaby. This has no effect on constructs and undead. All other creatures within 60 feet of her that can hear her must make a DC 15 Intelligence saving throw. On a failure, the creature is stuck in a nightmarish illusion, for one minute, and can make another save at the end of its turn.
Description
A horrifying undead husk of what was once a young girl named Alice. She bears a mark on her right upper-arm (DC 14 Investigation to discover) that proves that she was the victim of a curse. Bringed back to life and used as a minion of Evil, people can hear her scream, wail, and cry as she tries to keep whatever little is left of her humanity.
Lair and Lair Actions
Incorporeal Movement. Alice can move through other creatures and objects as if they were difficult terrain while she is in Akassal. It takes 5 (1d10) force damage if it ends its turn inside an object.
Children's Shyness. While she is in Akassal, Alice can cast the Invisibility (on herself), taking the form of a ghostly version of herself.
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