| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 16 | +3 | +14 |
| CON | 18 | +4 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +14 |
| CHA | 20 | +5 | +18 |
A towering, beautiful fairy with caramel-gold wings, syrup-dripping hair, and glass-candy armour. Her eyes glow amber like crystallised sugar. She hovers above the Caramel Heartforge.
Voice sticky-sweet, echoing with Fey magic gone wrong.
Magic Resistance. The Fairy has Advantage on saving throws against spells and other magical effects.
Caramel Lash. The Fairy can whip out ribbons of sticky caramel. While bearing it, the Fairy can use the Entangling Rope action. The ribbon has AC 20, HP 90, and Immunity to Poison and Psychic damage. The ribbon turns to dust if reduced to 0 Hit Points, if it is 5+ feet away from the Fairy for 1 hour or more, or if the Fairy dies. If the ribbon is damaged or destroyed, the Fairy can fully restore it when finishing a Short or Long Rest.
Sticky Aura (Passive) Creatures starting within 10 ft make a DC 15 Con save or have their speed halved until they move out of the aura.
Multiattack. She makes 3 attacks with her Caramel Lash or Sugar-Glass Longbow, or uses Syrup Snare and makes one attack.
Caramel Lash +9 to hit, 10 ft reach, 13 (2d6+6) slashing + 7 (2d6) fire
If the target is hit twice in one turn, they must succeed on DC 17 Str save or be Restrained (sticky caramel).
Sugar-Glass Longbow +9 to hit, 150/600 ft, 13 (1d10+8) piercing + 7 (2d6) cold
Syrup Snare (Recharge 4–6) A 20-ft line of molten caramel erupts.
Creatures must make a DC 17 Dex save or take 14 (4d6) fire and be Restrained until the start of her next turn.
Parry. Trigger: The fairy is hit by a melee attack roll while holding a weapon. Response: The fairy adds 4 to its AC against that attack, possibly causing it to miss.
Legendary Actions (3/round)
Caramel Whip (1) — One lash attack.
Wingbeat (1) — Moves 10 ft without provoking.
Honeyed Words (2) — A creature within 30 ft must succeed on DC 17 Wis or be Charmed until end of next turn.
Melt the Floor (3) — 10-ft radius becomes molten caramel (difficult terrain + 2d6 fire if ending turn inside).
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