Medium Fey, Lawful Evil
Armor Class 17 Natural Armor
Hit Points 114 (16d8)
Speed
STR
12 (+1)
DEX
18 (+4)
CON
20 (+5)
INT
13 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +7, WIS +6, CHA +7
Damage Resistances Bludgeoning and Piercing from nonmagical attacks, Bludgeoning, Cold, Lightning, Psychic
Condition Immunities Charmed, Deafened, Frightened
Senses Passive Perception 16
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Aura of Silence. A 30-foot-radius sphere of magical silence surrounds the Corrupted Nymph. This area is otherwise identical to the silencespell and moves with the Nymph. Spellcasting with verbal components is impossible within this aura.

Denial’s Mirror (4/Day):  When the Corrupted Nymph is targeted by a ranged spell attack or damaging spell that requires a save, it can use its reaction to reflect the effect back at the caster. The caster becomes the new target or must make the saving throw instead.

Corrupted Beauty. The Nymph has advantage on attack rolls and saving throws against any creature that has not damaged it or succeeded on a Wisdom (Insight) check against its false aura of calm (DC 16).

Eyes of Belladonna: When a creature within 30 feet targets Belladonna with an attack or harmful spell, she may force it to make a DC 15 Wisdom saving throw. On a failure, the creature is has disadvantage on attacks roles against her. They become confused as to where she is, as Belladonna tries to convince them she is not there.

 

Spellcasting. Belladonna is a 5th-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 15, +7 to hit with spell attacks). She requires no components to cast her spells. The [monster name] has following [class name] spells prepared:
Cantrips (at will): [Thaumaturgy], [Spare the Dying], [Minor Illusion], [chill touch] 
1st level (4 slots): [Dissonant Whispers], [Command], [Shield]

2nd level (3 slots): [Mirror Image], [Silence]

3rd level (3 slots): [Counterspell], [Bestow Curse]

Actions

Serene Execution. Belladonna makes a melee spell attack (+7 to hit) against a prone, incapacitated, paralyzed, or charmed creature. On a hit, the target takes 5d8 necrotic damage, or 10d8 if they are below half their hit points.

Bloom of Numbness. Belladonna causes a ghostly blossom of nightshade to open at a point she can see within 60 feet. Creatures in a 15-foot radius must make a DC 15 Constitution saving throw or take 4d10 psychic damage and be incapacitated until the end of their next turn as their senses dull and time blurs

Action Melee Attack. Melee Weapon Attack: +7 to hit, reach 5ft., 1 target. Hit: 21 (4d6 + 4) [piercing] damage.

Bonus Actions

Fractured Echo. Belladonna creates a fleeting illusion of herself in a space within 10 feet. Until the start of her next turn, that space counts as occupied by a hostile creature for purposes of flanking and blocking movement.

Graceful Retreat. Belladonna moves up to half her speed without provoking opportunity attacks. If she ends this movement in dim light or natural foliage, she gains advantage on her next attack made before the end of her turn.

Slip Away:  Belladonna ends one condition currently affecting her (except for Grappled or Restrained) as she mentally rejects its effect.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Belladonna drifts silently through shadowed groves, her form is twisted and darkened like poisoned petals. Her calm, cold eyes gleam like hemlock berries, reflecting a quiet refusal to accept reality. She moves with eerie grace, her silence heavy and unsettling. In battle, she mirrors attacks and bends the will of those who meet her gaze, killing swiftly and without calmly. Belladonna is a deadly force cloaked in stillness, where denial itself becomes a silent, merciless poison.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Purple_Pal

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