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:
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Cantrips (at will): Eldritch Blast, Fire Bolt, Minor Illusion, Thaumaturgy, Prestidigitation, Light
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1st level (6 slots): Magic Missile, Shield, Chromatic Orb, Thunderwave, Witch Bolt, Detect Magic
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2nd level (5 slots): Hold Person, Mirror Image, Misty Step, Scorching Ray, Shatter
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3rd level (5 slots): Fireball, Lightning Bolt, Counterspell, Fly, Vampiric Touch
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4th level (4 slots): Greater Invisibility, Ice Storm, Polymorph, Banishment
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5th level (3 slots): Wall of Force, Dominate Person, Telekinesis, Cone of Cold, Bigby’s Hand
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6th level (2 slots): Sunbeam, Disintegrate, Mass Suggestion
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7th level (3 slots): Finger of Death, Reverse Gravity, Plane Shift, Teleport
Spell Mastery via Wand of the Alicorn:
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Spells cast through the wand are treated as 1 level higher (up to 9th level).
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Damage and healing effects gain +2.
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Once per day, ignore minor spell restrictions (range, components, line of sight).
Wand of the Alicorn Powers
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Radiant Beam (Action, 5d10 radiant, Dex save DC 19 for half, 60 ft)
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Frostbite Strike (Action, 5d10 cold, Con save DC 18 or speed halved + restrained until next turn)
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Aurora Shield (Reaction, +2 AC + immunity to one damage type, 1/day)
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Healing Light (3/day, 4d8 + modifier to all allies in 30 ft)
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Flight (1/day, 60 ft for 1 hour)
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Freezing Touch (Con save DC 18, restrained)
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Ice Prison (Con save DC 18, 1 min, Strength save to escape)
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Perpetual Winter (30 ft radius, 1 hour, 2d6 cold per turn, difficult terrain)
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Wish-equivalent Spell (1/week, minor reality alteration)
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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
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.
Celestial Sweep (1/turn)
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The Owlin Queen can use her wand to unleash a sweeping arc of radiant or frost energy in a 15-foot cone.
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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.
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Can be combined with movement, allowing her to hit multiple enemies while repositioning.
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Damage scales with wand amplification (+2) if cast through the wand.
Aurora Guard (1/round)
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When she is hit by an attack or targeted by a harmful spell, she can use her reaction to:
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Gain +2 AC until the start of her next turn, AND
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Choose one damage type (fire, cold, radiant, lightning, or necrotic) to gain immunity to until the start of her next turn.
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Effect mimics Aurora Shield from the Wand of the Alicorn, but can be used once per round instead of once per long rest.
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Provides dynamic defense without breaking the wand’s daily limit.
3 per round; only one at a time. Regains at start of turn.
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Wing Sweep: Knock creatures prone within 10 ft. (DC 19 Str save).
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Cast Cantrip: Any cantrip.
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Move: Fly up to speed without provoking attacks.
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Spell (2 Actions): Cast a spell 3rd level or lower.
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Wand Blast (2 Actions): Cast Radiant Beam or Frostbite Strike from wand.
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