Small Humanoid (Cleric, Elf), Lawful Good
AC 16 Natural + Divine Warding (her robes are magically reinforced by Viridara)    Initiative +4 (14)
HP 225 (18d8 + 6)
Speed 30 ft., Steady, quiet footwork; her barefoot stride is light and controlled, typical of Sun-elf clergy trained to move without disturbing sacred spaces. , Climb 20 ft. Graceful but not optimized for climbing; she can ascend vines, stone, and broken terrain with elven precision, though slower than on flat ground., Swim 25 ft. Not a habitual swimmer, but her endurance and controlled breathwork make her a strong, sustainable swimmer when needed.
Mod Save
STR 8 −1 +8
DEX 16 +3 +17
CON 22 +6 +21
Mod Save
INT 14 +2 +16
WIS 24 +7 +25
CHA 20 +5 +22
Skills Arcana +10, History +10, Insight +19, Medicine +13, Perception +13, Religion +10
Senses Blindsight Reads shifts in life, balance, and corrupted soulflow. Functions like soft blindsight—detects living creatures, divine auras, and undead even when sight is obscured. Not effective against constructs or entities fully outside the Cycle., Darkvision 120 ft. Sun Elven darkvision refined by centuries of divine attunement. Aneira sees in full clarity within magical or mundane darkness, though color and warmth appear muted., Truesight 10 ft. Short-range divine perception—Aneira can see through magical darkness, illusions, shapechanging, and invisibility within 10 feet when channeling Viridara’s balance. This isn’t always on. It’s an automatic passive effect while she’s holding or activ; Passive Perception 23
Languages Celestial Language of light, balance, and healing magic; essential to her divine spellwork., Common Standard tongue of Ivenholt and Castle Mortis., Daemonic Necessary for interacting with House Andurth and the Pale Court; her fluency helps her interpret magical nuance in necromantic phrasing., Druidic NOT automatically known by mortals—she has access because Viridara accepts her as High Veilwright., Elvish Her native language; formal priestess training was conducted in High Sun Elvish., Primordial Enough to interpret elemental prayers and disturbances, especially since she works closely with elemental-afflicted allies., Sylvan Learned from her early training with nature-bound clerics and forest emissaries., Undercommon Learned out of necessity due to Faultline refugees and Hollowdeep incursions; not elegant, but adequate.
CR 18 (XP 20,000; PB +6)
Traits

Sun-Elf Grace.

Aneira has advantage on Dexterity saving throws against effects she can see. She cannot be blinded by nonmagical light, and magical light never imposes disadvantage on her.

Soulcraft Mastery.

Whenever Aneira restores hit points to a creature, that creature also gains 10 temporary hit points. Whenever she ends a harmful condition on a creature, she can end one additional condition of her choice.

Aura of Renewal.

A soft emerald radiance surrounds Aneira in a 20-foot radius. Creatures of her choice that start their turn in the aura regain 10 hit points, and have advantage on saving throws against being charmed, frightened, or poisoned.

Faultline Sense.

Aneira innately senses disturbances in the Veilthread. She knows the precise direction of any undead, fiend, or corrupted creature within 120 ft., even through walls

Divine Equilibrium.

When Aneira takes damage, she can reduce the damage by 10 (no action required). If the source is necrotic, psychic, or radiant, she reduces it by 20 instead.

Viridara’s Blessing.

Aneira’s staff, Viridara, is a conduit of living balance. Her healing spells are maximized, and her radiant damage ignores resistance.

Aneira Brevan is an 18th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). She has the following cleric/soulcraft spells prepared:

Cantrips (at will): Sacred Flame, Guidance, Spare the Dying, Light, Word of Radiance
1st level (4 slots): Cure Wounds, Detect Evil and Good, Shield of Faith, Sanctuary
2nd level (3 slots): Lesser Restoration, Calm Emotions, Hold Person
3rd level (3 slots): Dispel Magic, Revivify, Beacon of Hope
4th level (3 slots): Guardian of Faith, Death Ward, Banish Corruption (homebrew)
5th level (2 slots): Greater Restoration, Mass Cure Wounds
6th level (1 slot): Heal, Blade Barrier
7th level (1 slot): Regenerate, Temple of Balance (homebrew)
8th level (1 slot): Holy Aura
9th level (1 slot): Mass Heal

Actions

Viridara — Melee Spell Attack.

Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 7) radiant damage, and the target must succeed on a DC 22 Wisdom saving throw or have disadvantage on attack rolls until the end of its next turn (balance weighing down aggression).


Emerald Pulse (Recharge 5–6).

Aneira releases a sweeping wave of green soul-light in a 30-ft radius. Creatures of her choice regain 30 hit points and end one condition. Enemies in the area take 36 (8d8) radiant damage (Dex save DC 22 for half).


Astral Rootbind.

Ranged Spell Attack: +14 to hit, range 60 ft., one creature.
Hit: 22 (4d10) radiant damage, and spectral roots entangle the target. It must succeed on a DC 22 Strength save or be restrained until the end of its next turn.


Banish Corruption.

Aneira targets one creature she can see. If the creature is undead, fiend, or corrupted, it takes 45 (10d8) radiant damage (Wis save DC 22 for half). On a failed save, it is also stunned until the end of its next turn.

Bonus Actions

Restoring Touch.

Aneira touches a creature within 5 ft. That creature regains 25 hit points and can immediately make one saving throw against an effect afflicting it.


Sanctuary Step.

Aneira teleports up to 15 feet to an unoccupied space she can see. Until the start of her next turn, she and adjacent allies gain half cover.


Guiding Dawn.

Aneira marks a creature she can see within 60 ft. The next attack against that creature before the end of her next turn is made with advantage and deals an extra 14 (4d6) radiant damage.

Reactions

Shield of the Dawnlight.

When a creature within 30 ft. of Aneira is hit by an attack, she can conjure a protective flare of green light, granting that creature +5 AC against the attack, potentially turning the hit into a miss.


Cycle’s Reprisal.

When a corrupted, undead, or fiendish creature deals damage to Aneira, she can unleash a burst of radiant balance. The attacker takes 18 (4d8) radiant damage.


Merciful Intercession.

When an ally within 60 ft. fails a saving throw, Aneira can bend the Veilthread to shield them. That ally can reroll the saving throw, taking the new result.

Legendary Actions

Aneira 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. Aneira regains spent legendary actions at the start of her turn.


Gentle Radiance (Costs 1 Action)

Aneira causes a soft pulse of emerald light to wash over a creature she can see within 30 feet.

That creature regains 10 hit points or ends one of the following conditions: frightened, charmed, poisoned, blinded (nonmagical only).


Dawnlight Step (Costs 1 Action)

Aneira teleports up to 10 feet to an unoccupied space she can see.
Until the start of her next turn, she gains resistance to all damage except necrotic.


Guiding Flare (Costs 1 Action)

Aneira targets one enemy she can see within 60 feet.
The next attack made against that creature before the start of Aneira’s next turn is made with advantage and deals an extra 7 (2d6) radiant damage.


Viridara’s Roots (Costs 2 Actions)

Emerald roots burst from the floor in a 15-foot square within 60 feet.
Enemies in the area must succeed on a DC 22 Strength saving throw or be restrained until the end of their next turn.


Dawnburst of Mercy (Costs 3 Actions)

Aneira releases a controlled surge of luminous soul-energy.
Up to three creatures of her choice within 30 feet regain 20 hit points, and each creature may immediately make a saving throw against one effect currently afflicting them.

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

Aneira Brevan walks the halls of Castle Mortis like a quiet sunrise — soft light, warm presence, and an unspoken assurance that nothing broken stays that way for long. Her serenity is not born of fragility but of discipline: a lifetime spent shaping compassion into structure, and structure into strength. Every breath she takes harmonizes with the Veilthread, her spirit tuned to the balance Dreizhar has guarded since ancient days.

Though small in stature, she carries the presence of someone who has stood in the heart of faultlines and refused to be moved. When danger rises, her voice lowers instead of sharpening, and the world bends toward her calm. Her magic flows not from dominance but from equilibrium — healing wounds, knitting souls, shielding minds, and banishing the rot that preys on the vulnerable.

Viridara, the Tree of Life: her living staff, answers her touch with emerald radiance. Its roots stretch into memory, its crown into the unseen: a relic of Queen Lysara entrusted to Aneira for wisdom and protection, not war. Yet in battle its waves of life surge outward like living earth, binding corruption in place and cleansing what remains.

To her allies, Aneira is the steady dawn that turns fear into focus.
To her enemies, she is the quiet inevitability of renewal — the light that refuses to go out.

Lair and Lair Actions

LAIR ACTIONS — Chapel of Renewal

On initiative 20 (losing all ties), Aneira can take a lair action to invoke the living sanctity of the Chapel of Renewal. She can’t use the same effect two rounds in a row.


Renewal’s Breath

A warm, emerald-laced breeze sweeps through the chapel.
Aneira chooses up to three creatures she can see. Each regains 10 hit points and ends one condition: frightened, poisoned, charmed, or paralyzed (nonmagical source).


Sanctuary Pulse

The chapel’s runes flare with soft golden-white light.
Until initiative 20 of the next round, Aneira and her allies inside the chapel gain half cover (+2 AC and +2 Dex saves).
If they already have cover, it increases by one step (to three-quarters cover).


Living Vines of Viridara

Roots and living vines erupt from between the chapel stones.
Aneira chooses a 15-foot square within 60 feet.
Each enemy in that area must succeed on a DC 22 Dexterity saving throw or become restrained until the end of their next turn.
While restrained, they take 7 (2d6) radiant damage if they attempt to cast a spell.


Dawn’s Watchful Eye

A spectral emerald sun-disc appears above Aneira.
She immediately gains one legendary action, which must be used before the end of the round.
(This does not stack with other legendary action resets.)


Soulfire Reprisal

When an ally within 60 feet is reduced to half hit points or below, the chapel reacts.
A sudden flare of warding soulfire erupts around that ally.
Enemies within 5 feet of that ally must make a DC 22 Constitution saving throw or take 14 (4d6) radiant damage and be blinded until the end of their next turn.


Memory of Lysara

A faint echo of the Queen’s blessing ripples outward.
For the next round, Aneira and her allies gain advantage on saving throws against undead or necrotic effects.
Undead that start their turn within 30 feet of Aneira take 7 (2d6) radiant damage.

Monster Tags: NPCSoulbinderssupport

MelinaDawnshade

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