Medium Humanoid (High-Elf, Wizard), Neutral
AC 19 Plate and Saint Shield    Initiative +7 (17)
HP 250 (31d8 + 31)
Speed 30 ft.
Mod Save
STR 12 +1 +1
DEX 14 +2 +2
CON 22 +6 +11
Mod Save
INT 16 +3 +3
WIS 18 +4 +9
CHA 20 +5 +10
Skills Arcana +13, History +9, Perception +6
Immunities Psychic; Charmed
Senses Passive Perception 19
Languages Common plus five other languages
CR 16 (XP 15,000; PB +5)
Traits

Legendary Resistance (3/Day)

Empty Frame Aura
Enemies that start their turn within 10 ft must succeed on a DC 18 Wisdom saving throw or have disadvantage on their first attack roll or ability check that turn. On a success, the creature is immune to this aura for 24 hours.

Triptych Masks
At the start of each of her turns, Ydris chooses one mask until the start of her next turn:

  • Mask of Vigil: +2 AC and advantage on Dexterity saving throws.
  • Mask of Mercy: Healing Ydris deals or receives increases by 5, and allies within 10 ft have advantage on death saving throws.
  • Mask of Rest: When a creature within 60 ft fails a saving throw against Ydris’s spells, it also takes 1d6 psychic damage.

Spellcasting (Hybrid)
Spell save DC 18, +10 to hit with spell attacks. Ydris requires no components.

At will: thaumaturgy, minor illusion, sacred flame (3d8), toll the dead (3d12)
1st (4 slots): command, shield of faith, sanctuary
2nd (3 slots): hold person, spiritual weapon (2d8+5)
3rd (3 slots): bestow curse, counterspell, spirit guardians (3d8)
4th (3 slots): dimension door, banishment
5th (2 slots): synaptic static, wall of force
6th (1 slot): blade barrier or harm

Actions

Saint’s Mace: Attack: +10, Damage: 1d8+8 bludgeoning plus 2d8 radiant

Shatterglass Nova (Recharge 5–6)

Description:
Ydris targets a point within 120 ft. Each creature in a 20-foot-radius sphere must make a DC 18 Dexterity saving throw. On a failure, a creature takes 8d8 radiant damage and is slashed by glass for 1 minute: its speed is reduced by 10 feet and it takes 1d8 slashing damage at the start of each of its turns. A creature can use its action to clear the glass and end the effect. On a success, it takes half damage and suffers no ongoing effect.

Cast a Spell

Bonus Actions

Bonus Action: Spiritual Weapon

Bonus Action: "Saint’s Step". Teleport up to 20 ft to a space in dim or colored light (glass, candles, etc.).

Reactions

Iconic Reversal (2/Day)
When hit by a weapon attack, Ydris reduces the damage by 15 and the attacker must succeed on a DC 18 Wisdom saving throw or be pushed 10 ft away.

Legendary Actions

Legendary Actions (per Round): 3

Cantrip

Saint Walk: Move up to 20 ft without provoking opportunity attacks.

Grasp of the Empty Frame (Costs 2 Actions): One creature within 60 ft must make a DC 18 Wisdom saving throw or be restrained by lacquer until the end of its next turn.

Mythic Actions

MYTHIC PHASE 2:

At 0 hit points, Ydris sheds her plates and a Saint-Golem Avatar appears with 120 hit points and shares initiative. While it lives, Ydris revives herself automatically to 15 HP and cannot be damaged until the Saint-Golem Avatar is defeated. She also regains one legendary resistance and Shatterglass Nova recharges at the start of her turn.

Description

Relics Loot

  • Saint’s Mace of the Lacquered Seal (legendary, attunement): +3 mace. On hit, deals +2d8 radiant. While attuned, you gain resistance to psychic damage. Sealbreaker (1/day): as an action, choose one creature you can see within 60 ft; it makes a DC 18 Wis save or is banished (as banishment, 1 minute, concentration not required). On a success, the creature is not banished and instead takes 4d8 psychic damage.

  • Triptych Halo (wondrous item, legendary, attunement): a floating ring of lacquered light with three shifting mask-faces (Vigil, Mercy, Rest). At the start of each of your turns choose one mode until next turn:
    Vigil: +2 AC and advantage on Dex saves.
    Mercy: when you restore HP to a creature, add +5 to the healing (once per turn).
    Rest: once per turn when a creature fails a save against your spell, it takes +1d6 psychic.
    Radiant Ward (1/day): reaction when you take damage, reduce it by 25.

  • Vial of Apex Ink (consumable, very rare): as an action, drink it to gain advantage on Cha checks and resistance to psychic damage for 10 minutes. When it ends, you gain 1 level of exhaustion.

  • Gospels of the Empty Frame (artifact-tier story item): lacquered scripture and coded ledgers revealing Saints doctrine, rituals, passwords, and names. Reading for 1 hour grants advantage on checks to investigate/track the Painted Saints for 7 days, but you must succeed on a DC 16 Wis save or gain disturbing dreams (disadvantage on your next long rest’s recovery).

Legendary Loot

  1. Shield of the Empty Frame (legendary, attunement): +2 shield. As a reaction when a creature within 30 ft is hit, you can swap the target to yourself, then reduce the damage by 15 (2/day).

  2. Lacquered Mantle (wondrous item, legendary, attunement): you can teleport up to 20 ft to dim light as a bonus action (PB/day). Once per day, cast greater invisibility on yourself.

  3. Chain of Canoness’ Edict (wondrous item, legendary, attunement): once per day cast hold monster (DC 18). When the target fails, it also can’t take reactions for 1 minute.

  4. Reliquary of Saintglass (wondrous item, legendary, attunement): once per day you can cast wall of force without components. While attuned, you are immune to being frightened.

Sanctum Hoard

  • Black-book tithes: 2,500 gp in stamped coin and lacquer bars

  • Gems: 6 gemstones worth 250 gp each

  • Art objects: 3 saint icons worth 500 gp each

  • Scrolls: counterspell, banishment, synaptic static (spell scrolls)

  • Consumables: potion of superior healing x2, oil of slipperiness x1

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