Armor Class
18
Natural
Hit Points
190
(20d6 + 120)
Speed
40 ft., Hovering
, Walk 40 ft.
STR
8
(-1)
DEX
20
(+5)
CON
22
(+6)
INT
16
(+3)
WIS
18
(+4)
CHA
24
(+7)
Saving Throws
DEX +10, CON +11, WIS +9, CHA +12
Damage Vulnerabilities
Cold
Damage Resistances
Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities
Necrotic, Poison
Condition Immunities
Charmed, Frightened, Poisoned, Prone
Gear
Soul-Stuffed Teddy Bear(Focus), Coin purse, red ribbon, blue gothic dress
Senses
Passive Perception 19
Languages
Common, Abyssal, Infernal, Telepathy(60ft)
Challenge
15 (13,000 XP)
Proficiency Bonus
+5
Traits
- Innocent Appearance: If a creature has not witnessed Alice deal damage, it must succeed on a DC 20 Wisdom (Insight) check to recognize her as a threat. Otherwise, the creature is surprised if Alice attacks it.
- Magic Resistance: Alice has advantage on saving throws against spells and other magical effects.
- Dark Pleroma: Alice’s necrotic damage ignores resistance to necrotic damage.
- Legendary Resistance (2/Day): If Alice fails a saving throw, she can choose to succeed instead.
Actions
- Multiattack: Alice uses her Uncanny Presence. She then makes any three attacks between Spectral Touch, Megidolaon, or Spirit Drain in any order.
- Spectral Touch: Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) necrotic damage.
- Megidolaon: Ranged Spell Attack: +12 to hit, range 90 ft., one target. Hit: 25 (3d12 + 7) force damage.
- Spirit Drain: Ranged Spell Attack: +12 to hit, range 60 ft., one creature. Hit: 16 (2d8 + 7) necrotic damage. Alice regains hit points equal to the damage dealt.
- Die for Me! (Recharge 5–6): Alice targets up to two creatures she can see within 30 feet, asking them to play. Each target must make a DC 20 Constitution saving throw. On a failure, a creature takes 48 (8d8) necrotic damage, or dies instantly if it has 60 hit points or fewer remaining. On a success, it takes half damage.
- Uncanny Presence: Alice projects a creepy aura, instilling unease and fear. Each creature of her choice within 30 feet must succeed on a DC 20 Wisdom saving throw or be Frightened for 1 minute. A creature can repeat the save at the end of each of its turns. A creature who saves is immune to this effect for 24 hours.
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Legendary Actions
Alice 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. Alice regains spent legendary actions at the start of her turn.
- Skip: Alice teleports up to 30 feet to an unoccupied space she can see.
- Giggle (Costs 2 Actions): Alice targets a creature within 60 feet. The target must succeed on a DC 20 Wisdom saving throw or take 18 (4d8) psychic damage and use its reaction to move its full speed away from Alice.
- Mamudoon (Costs 3 Actions): Alice unleashes dark energy. Each creature in a 20-foot radius centered on her must make a DC 20 Dexterity saving throw, taking 20 (6d6) necrotic damage on a failure, or half as much on a success.
Description
Alice appears as a sweet, polite blonde girl in a blue gothic-lolita dress, often found playing alone in dark woods or ruined settlements. To the unwary traveler, she looks like a helpless child lost in a dangerous world. In truth, she is a devastatingly powerful fiend, born from dark magic and the twisted desires of powerful demons who treated her as a beloved toy. She possesses no concept of mortality, viewing lethal violence and horrific curses as innocent playground games.
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