Armor Class 24 Deific Metallic Hull
Hit Points 666 (36d20 + 288)
Speed 30 ft., Fly 30 ft.
STR
24 (+7)
DEX
18 (+4)
CON
26 (+8)
INT
30 (+10)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws CON +17, INT +19, WIS +18, CHA +19
Skills Arcana +28, History +19, Insight +18, Perception +18
Damage Immunities Force, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120ft, Passive Perception 28
Languages All, Telepathy 120ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Phase 2: Core Anti-Magic Shell. While in Phase 2, a 20-foot-radius sphere of absolute magic negation surrounds Mystra. Spells and other magical effects are suppressed within this radius, except for spells cast directly by Mystra herself.

Legendary Resistance (5/Day). If Mystra fails a saving throw, she can choose to succeed instead.

Phase 3: Sovereign Anti-Magic Shell. A permanent 30-foot-radius sphere of absolute magic negation surrounds Mystra’s Gargantuan base, suppressing all external magical properties and spells. Spells cast by Mystra ignore this shell completely.

Actions

Multiattack (Phase 1). Mystra makes two attacks with her Arcane Lash or casts one prepared spell up to 7th level.

Arcane Lash. Melee Spell Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) force damage.

Multiattack (Phase 2). Mystra makes two attacks with her Fractured Shard Cleave or casts one prepared spell up to 8th level.

Fractured Shard Cleave. Melee Spell Attack: +17 to hit, reach 15 ft., one target. Hit: 29 (4d10 + 7) force damage plus 11 (2d10) psychic damage.

Multiattack (Phase 3). Mystra makes three attacks: one with her Sovereign Crown Strike and two with her Core Discharges.

Sovereign’s Crown Strike. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 35 (4d12 + 9) slashing damage plus 26 (4d12) force damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone.

Core Discharge. Ranged Spell Attack: +19 to hit, range 150 ft., one target. Hit: 36 (5d10 + 9) force damage plus 14 (4d6) radiant damage.

Bonus Actions

Planar Matrix Teleport. Mystra targets a creature she can see within 120 feet that has spell slots or active magical enhancements. She instantly teleports to an unoccupied space adjacent to that target, bypassing any physical obstacles.

Reactions

Phase 1 & 2: Counterspell. Mystra can cast Counterspell at 9th level without expending a spell slot. She can use this reaction exactly once per round in Phase 1, and up to three times per round in Phase 2, tracking her spent uses individually.

Phase 3: Absolute Counterspell (5/Round). Mystra can cast Counterspell at 9th level without expending a spell slot up to five times per round. She regains all spent uses at the start of her turn.

Legendary Actions

Mystra can take 4 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature’s turn. She regains spent actions at the start of her turn.

  • Sovereign Displacement. Mystra forces a target within 90 feet to make a DC 27 Intelligence save. On a failure, she swaps its position on the battlefield with another creature or a hazard zone.
  • Weave Snipe (Costs 2 Actions). Mystra makes one Core Discharge attack.
  • Spell Surge (Costs 3 Actions). Mystra casts one prepared spell from her list.
Mythic Actions

Phase 1: The Human Avatar (Medium Form) (AC22)

Mystra walks the battlefield in a slender, Medium-sized humanoid shell wrapped in shimmering arcane silks. In this form, she has an Armor Class of 22 and a +15 bonus to hit. She can cast spells up to 7th level seamlessly without any delay or slow casting times, though 8th and 9th level spells still require 1 round of active concentration to stabilize before they manifest. She moves with a walking speed of 30 feet and can deploy a precise Counterspell reaction exactly once per round.

  • The Shatter Point: If she takes 333 total damage during this phase, or takes 150 or more damage in a single round of combat, her fragile physical avatar shatters, instantly forcing her into Phase 2.

Phase 2: The Fractured Divinity (Huge Form) (AC24)

Her humanoid shell cracks violently under the structural stress, exposing the blinding, raw deific energy surging beneath the surface as her form expands to Huge size. Her weapon attacks and spell modifiers spike to +17 to hit, her walking speed accelerates to 45 feet, and she gains a flying speed of 30 feet. She can now seamlessly cast spells up to 8th level without delay, can execute Counterspell exactly three times per round, and projects an active 20-foot-radius Anti-Magic Shell centered on her form.

  • The Divine Ascension: If she takes an additional 333 damage during this phase, or takes 150 or more damage in a single round of combat, her mortal bindings fail entirely; her current hit points instantly reset back to her absolute maximum pool of 666 as she assumes her true, ultimate form.

Phase 3: The Sovereign Machine (Gargantuan Form) (AC26)

Mystra discards her flesh entirely, reverting to her true, primeval form: a monumental, feminine machine-like body of polished porcelain-white steel, crowned by a wide, crescent metallic blade that forms her head. Fused completely into the cosmic bedrock, her movement speed drops to 0, but her command over the weave achieves finality. She can cast all spells instantly without slow casting times, executes Counterspell up to five times per round, and projects an un-bypassable 30-foot-radius Anti-Magic Shell at all times. Furthermore, upon reaching phase 3, she restores her entire hit point pool to maximum, unless an ability explicitly prevents healing.

Description

The Living Weave — Sovereign of the Arcane 

To the acolytes and scholars of the mortal realms, magic manifests as an invisible, compliant current waiting to be drawn forth by a wizard’s wand or a sorcerer’s bloodline. But those who reach the absolute heights of the planar boundaries know that magic is not an unanchored resource—it is a sentient, omnipresent entity known as Mystra. She is the physical incarnation of the Weave itself, the divine mother from whose raw composition every spell, runic barrier, and planar boundary is systematically sustained.

To challenge her within her inner sanctum is to step directly into a realm where the laws of reality become fluid under her command. Her presence does not merely warp the environment, it completely overrides the natural magical laws of anyone who dares stand before her.

 

Lair and Lair Actions

Regional Effects & Lair Actions

The Mother of Magic permanently bends the weave within her sanctum. On initiative count 20 (losing initiative ties), Mystra can take a lair action to cause one of the following effects; she cannot use the same option two rounds in a row:

  • Arcane Overdrive. Mystra alters the spiritual current of the area, causing her magic to burn with terrifying intensity. Until initiative count 20 on the next round, any spell Mystra casts that deals damage expands its damage dice by two additional tiers (for example, a d6 becomes a d10, and a d8 becomes a d12), and targets suffer disadvantage on saving throws against her spells.
  • Weave Inversion. Mystra pulses a wave of absolute ritual authority through her sanctum. Every active spell, magical enhancement, or supernatural hazard deployed by intruders within 120 feet of her instantly collapses and is dispelled.

Previous Versions

Name Date Modified Views Adds Version Actions
5/30/2026 5:18:48 AM
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5/30/2026 5:19:59 AM
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Coming Soon
Mog_okh

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