Magic Resistance. Lady Elara Vana has advantage on saving throws against spells and other magical effects.
Legendary Resistance. If Lady Elara Vane fails a saving throw, she can choose to succeed instead (3x/day)
Spellcasting. Lady Elara Vane is an 18th-level spellcaster. Her spellcasting ability is Intelligence. Spell save DC 17, Spell Attack Modifier is +9. She can cast Disguise Self and Invisibility at will and has the following wizard spells prepared:
Cantrips (at will): Ray of Frost, Infestation, Mending, Mage Hand, Poison Spray,
1st level (4 slots): Alarm, Cause Fear, Ice Knife, Shield
2nd level (3 slots): Arcane Lock, Blindness/Deafness, Shatter, Snilloc's Snowball Swarm
3rd level (3 slots): Counterspell, Dispel Magic, Glyph of Warding, Sleet Storm
4th level (3 slots): Arcane Eye, Charm Monster, Greater Invisibility, Locate Creature
5th level (3 slots): Cone of Cold, Arcane Hand, Hold Monster, Wall of Stone
6th level (1 slot): Disintegrate, Guards and Wards, Mass Suggestion, Mental Prison
7th level (1slot): Force Cage, Power Word Pain
8th level (1slot): Feeblemind, Maze
9th level (1slot): True Polymorph, Time Stop
Vicious Lash of Hunger. Melee attack: +6 to hit. Reach 10ft. Hit: 2d6 Slashing. This seven-tailed whip is made of braided humanoid flesh, each tail capped with a humanoid tooth (Taken from her favorite zoo captives). When you hit with this magic weapon, you deal an additional 1d6 necrotic damage and gain temporary hit points equal to the necrotic damage you deal.
Beast Chains. Spell Attack Level 3: +9 to hit, reach 5 ft. Hit: 5d6+8 necrotic damage. If the target is a creature, Elara Vane can grapple it (escape DC 17) as well. Elara Vane can’t attack this way if she is already grappling a creature.
Lady Elara Vane 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. She regains spent legendary actions at the start of its turn.
Cantrip (Costs 1 Action). Elara Vane casts a cantrip.
Chain Throw (Costs 2 Action). Elara Vane targets one creature currently grappled by her Chains and have them make a strength saving throw (Save DC 15). On a failed save, the creature moves to a point of her choosing within 60 ft. of her and the grapple ends.
Teleport Guards (Costs 3 Actions). Elara Vane teleports 2 of her Zoo Guards to a location of her choosing within 30ft of her. The Guards must be within the walls of her zoo or in the zoo's subterranean complex at the time of casting. The Guards can take an action upon appearing, and act on her initiative in successive rounds.
Description
Lady Elara Vane is the owner and operator of the zoo called "The Draconic Menagerie". In this zoo, she collects animal-humanoid species: Aarokocra, Minotuar, Tortles, Grungs, etc. She does not view them as sentient beings, but rather beautiful and fascinating creatures worthy of study and collecting. She charges a high fee for her wealthy patrons to visit the zoo, and regularly holds Gala Nights offered only to her VIP members. She is cruel with her obedience training and punishment for bad behavior. Well-behaved captives in her zoo are rewarded with good food, naturalistic enclosures, and other special treatments. Her favorites are taken to secret VIP viewing rooms beneath the zoo where they are put on display for VIP who dine on dishes made by her personal chef. She is always accompanied by 2 bonded White Guard Drakes- a sign that she is a high-ranking official in the White Dragon Cult.
Lair and Lair Actions
Description. Lady Elara's Lair is located in her private mansion connected to the outer walls of the zoo. The 3rd floor is an open space viewing room overlooking the zoo. The 2nd floor is her private bedroom and study. The 1st floor holds the kitchen, dining, and lounge. A spiral staircase in the center of the mansion connects the floors. A secret door (DC16 Investigation to locate) at the base of the staircase reveals stairs leading further down to a corridor that extends to the complex located below the zoo (Which contains a laboratory, holding cells, VIP viewing rooms, and guard barracks.
Lair Actions. On initiative count 20 (losing ties), Elara Vane can cause one of the following effects:
All doors and windows vanish with illusory effect, which can be seen through with a successful DC20 Investigation check.
The mansion to appears to be on fire. The illusion is real enough to cause psychic damage which is perceived as fire damage. A creature must succeed on DC 20 Wisdom Save or take 1d10 psychic damage at the start of its turns. A creature who fails the save is also frightened and unable to move towards the illusory fire. A creature who saves does not see fire, and takes no damage, and is not frightened.
The stone floors become permeable. This results in creatures falling to the floor below, causing 2d6 bludgeoning damage.
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