Medium Fey
Armor Class 17
Hit Points 180 (18d10 + 80)
Speed 40 ft., Walk 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
20 (+5)
INT
18 (+4)
WIS
22 (+6)
CHA
28 (+9)
Damage Vulnerabilities Fire
Damage Resistances Cold, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed
Senses Passive Perception 22
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Living Copper

The maiden is both a Construct and a Fey. She has advantage on saving throws against spells and other magical effects.

Endless Tears

At the start of each of the maiden’s turns, magical tears flow from her eyes. Each hostile creature of her choice within 15 feet must succeed on a DC 18 Wisdom saving throw or be incapacitated until the start of its next turn as overwhelming grief floods its mind.

Unbroken Concentration

When the maiden takes damage while concentrating on a spell, she adds her Charisma modifier (+9) to the Constitution saving throw she makes to maintain concentration.



Spellcasting

The maiden is an 18th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She requires no material components.

At will

shape water, ray of frost, minor illusion, mage hand, misty step, counterspell

3/day each

wall of force, control water, chain lightning, cone of cold, greater restoration, heal

1/day each

mass heal, tsunami, foresight, storm of vengeance, wish (used only to duplicate a spell of 8th level or lower)

Prepared Spells (18th-level caster)

1st (4 slots): shield, absorb elements, chromatic orb, feather fall 2nd (3 slots): mirror image, misty step, suggestion 3rd (3 slots): counterspell, dispel magic, tidal wave 4th (3 slots): greater invisibility, ice storm, dimension door 5th (3 slots): cone of cold, wall of force, greater restoration 6th (2 slots): chain lightning, globe of invulnerability 7th (2 slots): forcecage, teleport 8th (1 slot): tsunami 9th (1 slot): mass heal

Actions

Tear Bolt

Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 27 (4d8) cold damage plus 18 (2d8) radiant damage.

Sorrowful Deluge (Recharge 5–6)

The maiden unleashes a torrent of enchanted tears in a 60-foot cone. Each creature in the area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 45 (10d8) cold damage and is restrained by spectral water until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t restrained.

.

Bonus Actions

Weeping Step

The maiden teleports up to 60 feet to an unoccupied space she can see that is touching water, mist, rain, or magical moisture.

Reactions

Legendary Resistance (3/Day)

If the maiden fails a saving throw, she can choose to succeed instead.

Tearful Rebuttal

When a creature the maiden can see casts a spell within 60 feet of her, she can cast counterspell without expending a spell slot.

 

Legendary Actions

Legendary Actions

The maiden 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.

  • Cantrip. The maiden casts a cantrip.

  • Weeping Step. The maiden uses Weeping Step.

  • Cast a Spell (Costs 2 Actions). The maiden casts a spell of 3rd level or lower from her prepared spells.

  • Flood of Memory (Costs 3 Actions). Each hostile creature of the maiden’s choice within 60 feet must succeed on a DC 23 Wisdom saving throw or take 22 (4d10) psychic damage and be stunned until the end of its next turn.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Shes a Cry baby *****

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

ApocGrim

Comments

Posts Quoted:
Reply
Clear All Quotes