| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 17 | +3 | +3 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +2 |
| WIS | 12 | +1 | +1 |
| CHA | 20 | +5 | +5 |
Charm. Cinderella casts Dominate Person (level 8 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15).
Multiattack. Cinderella makes two Slipper attacks.
If the Slipper Fits. Ranged Attack Roll: +5, range 30ft. Hit: 8 (1d10 + 3) Piercing damage.
Wicked Harvest. A ghostly pumpkin patch erupts in a 20 ft. radius around Cinderella. The area becomes difficult terrain for all non-fiends.
Creatures entering the space for the first time or starting their turn there must succeed on a DC 14 Dexterity saving throw or become Restrained until the start of their next turn. A Restrained creature can take an action to make a Strength or Dexterity check (DC 15) to free itself. On a success, it is no longer Restrained by the plants.
The Feral Footmen. (Recharge 5–6) Cinderella calls forth d4 swarm of rats that pour from her gown and the shadows.
Shape-Shift. Cinderella shape-shifts to resemble a Medium or Small Humanoid or back into her true form. Her game statistics are the same in each form, except her Fly Speed is available only in her true form. Any equipment she is wearing or carrying isn’t transformed.
Ash Bomb. Cinderella conjures burning cinders from the folds of her gown and hurls a small ash bomb at points she can see within 60 feet. Each creature in the area must make a DC 14 Constitution saving throw; on a fail they take (2d8) fire damage, and become Blinded until the start of their next turn. On a success, the creature takes half damage and is not Blinded.
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