Large Humanoid, Chaotic Evil
AC 18 Glam Shell    Initiative +5 (15)
HP 225 (30d10 + 60)
Speed 30 ft.
Mod Save
STR 18 +4 +4
DEX 20 +5 +10
CON 14 +2 +2
Mod Save
INT 16 +3 +3
WIS 14 +2 +7
CHA 22 +6 +11
Skills Acrobatics +10, Deception +11, Insight +7, Performance +11
Resistances Fire, Force, Psychic
Immunities Charmed, Frightened, Grappled
Senses Darkvision 60 feet; Passive Perception 12
Languages Common, Draconic
CR 13 (XP 10,000; PB +5)
Traits

💫 Innate Spellcasting (Charisma-based)

Spell Save DC 19, +11 to hit
Wendy can innately cast the following spells:

At will: minor illusion, charm person, mirror image
3/day: hypnotic pattern, misty step, phantasmal force
1/day: mislead, wall of force


🪞 Mirror Clone (Recharge 5–6)

As a bonus action, Wendy creates 2 illusory duplicates that move and act like her (mirror image style). When a creature targets her with an attack or spell, roll a d20. On a roll of 6 or higher (then increasing each time), the attack hits a clone instead. Each clone has 1 HP and dissipates when hit.


🌀 Ring Warp (3/day)

Wendy throws a giant ring on the ground or in the air. She and up to two willing creatures can teleport to any visible location within 60 feet.

Actions

🎯 Multiattack

Wendy makes two attacks with her Magic Rings.

Magic Ring Slam (Melee or Ranged Weapon Attack)

+10 to hit, reach 10 ft. or range 30 ft., one target.
Hit: 18 (3d8 + 5) force damage.
If the target fails a DC 17 Strength saving throw, they are pushed 15 feet and knocked prone.

Legendary Actions

💔 Legendary Actions (3/turn)

Wendy can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.

  • Glamour Blink: Teleport up to 20 feet to a space she can see.

  • Taunting Echo: Forces a creature that can hear her within 60 feet to make a DC 19 Wisdom saving throw or have disadvantage on its next attack or saving throw.

  • Bouncing Ring (Costs 2): A magic ring bounces across the battlefield in a 20-ft line. Each creature in the line must make a DC 17 Dex save or take 4d8 force damage and be knocked back 10 feet.

Lair and Lair Actions

🔥 Floor Hazards & Features

  • Glamor Fog: All creatures not immune to charm have disadvantage on Perception checks while within the fog. (All three stages)

       Initiative 20/10:

  • Audience of Shadows: Illusions of a cheering crowd cast Vicious Mockery (DC 17 Wis save, 2d4 psychic) on random players each round during the boss fight.

  • Disco Trap Tiles: Random sections of the floor light up. Step on a red one = Dex save DC 15 or take 3d10 force and fall prone.

Emeria_Emrakul

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