Armor Class 19 Natural
Hit Points 170 (17d8 + 102)
Speed 50 ft., walk 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
22 (+6)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +9, CON +11, WIS +9, CHA +11
Skills Arcana +9, Insight +10, Perception +10, Persuasion +12, Stealth +10
Damage Resistances Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft, Passive Perception 20
Languages Auran
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Regal Presence. Creatures of her choice within 30 ft. must succeed on a DC 19 Wisdom saving throw or be charmed until the start of her next turn. 3/day.

Owlin Flight. Base 50 ft., hover. Can increase to 60 ft. for 1 hour 1/day using Wand of the Alicorn.

Legendary Resistance (3/Day). If the Owlin Queen fails a saving throw, she can choose to succeed instead.

Spellcasting (14th-Level). Charisma is her spellcasting ability (DC 19, +12 to hit). She has the following spells prepared:

  • Cantrips (at will): Eldritch Blast, Fire Bolt, Minor Illusion, Thaumaturgy, Prestidigitation, Light

  • 1st level (6 slots): Magic Missile, Shield, Chromatic Orb, Thunderwave, Witch Bolt, Detect Magic

  • 2nd level (5 slots): Hold Person, Mirror Image, Misty Step, Scorching Ray, Shatter

  • 3rd level (5 slots): Fireball, Lightning Bolt, Counterspell, Fly, Vampiric Touch

  • 4th level (4 slots): Greater Invisibility, Ice Storm, Polymorph, Banishment

  • 5th level (3 slots): Wall of Force, Dominate Person, Telekinesis, Cone of Cold, Bigby’s Hand

  • 6th level (2 slots): Sunbeam, Disintegrate, Mass Suggestion

  • 7th level (3 slots): Finger of Death, Reverse Gravity, Plane Shift, Teleport

Spell Mastery via Wand of the Alicorn:

  • Spells cast through the wand are treated as 1 level higher (up to 9th level).

  • Damage and healing effects gain +2.

  • Once per day, ignore minor spell restrictions (range, components, line of sight).


Wand of the Alicorn Powers

  • Radiant Beam (Action, 5d10 radiant, Dex save DC 19 for half, 60 ft)

  • Frostbite Strike (Action, 5d10 cold, Con save DC 18 or speed halved + restrained until next turn)

  • Aurora Shield (Reaction, +2 AC + immunity to one damage type, 1/day)

  • Healing Light (3/day, 4d8 + modifier to all allies in 30 ft)

  • Flight (1/day, 60 ft for 1 hour)

  • Freezing Touch (Con save DC 18, restrained)

  • Ice Prison (Con save DC 18, 1 min, Strength save to escape)

  • Perpetual Winter (30 ft radius, 1 hour, 2d6 cold per turn, difficult terrain)

  • Wish-equivalent Spell (1/week, minor reality alteration)

  • Aura & Influence: Allies in 30 ft gain cold resistance; creatures fearful of cold or celestial beings must succeed on DC 18 Wisdom or respect/fear her; command minor cold/light-aligned creatures

Actions

Multiattack. 2 talon attacks OR 1 talon + 1 wand ability.

Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.

Arcane Blast (Recharge 5–6). Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 24 (4d10 + 2) force damage.

Wand Abilities are treated as spells for attack/save purposes.

Bonus Actions

Celestial Sweep (1/turn)

  • The Owlin Queen can use her wand to unleash a sweeping arc of radiant or frost energy in a 15-foot cone.

  • Effect: Each creature in the cone must make a DC 19 Dexterity saving throw, taking 3d10 radiant or cold damage on a failed save, or half as much on a success.

  • Can be combined with movement, allowing her to hit multiple enemies while repositioning.

  • Damage scales with wand amplification (+2) if cast through the wand.

Reactions

Aurora Guard (1/round)

  • When she is hit by an attack or targeted by a harmful spell, she can use her reaction to:

    1. Gain +2 AC until the start of her next turn, AND

    2. Choose one damage type (fire, cold, radiant, lightning, or necrotic) to gain immunity to until the start of her next turn.

  • Effect mimics Aurora Shield from the Wand of the Alicorn, but can be used once per round instead of once per long rest.

  • Provides dynamic defense without breaking the wand’s daily limit.

Legendary Actions

3 per round; only one at a time. Regains at start of turn.

  • Wing Sweep: Knock creatures prone within 10 ft. (DC 19 Str save).

  • Cast Cantrip: Any cantrip.

  • Move: Fly up to speed without provoking attacks.

  • Spell (2 Actions): Cast a spell 3rd level or lower.

  • Wand Blast (2 Actions): Cast Radiant Beam or Frostbite Strike from wand.

adammote01

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