Devil's Sight. Magical darkness doesn’t impede Zelestra’s darkvision.
Fiery Weapons. Zelestra’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).
Innate Spellcasting. Zelestra’s innate spellcasting ability is Charisma (spell save DC 24). She can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zelestra fails a saving throw, she can choose to succeed instead.
Magic Resistance. Zelestra has advantage on saving throws against spells and other magical effects.
Regeneration. Zelestra regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Zelestra dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Multiattack. Zelestra attacks 3x with Lovers Kiss. She can substitute Draining Kiss for one of these attacks.
Lovers Kiss. Melee Weapon Attack: +13 to hit, reach 35 ft., one target. Hit: 16 (2d8 + 6) slashing damage, and 20 (2d10 + 10) psychic damage, plus 36 (8d8) fire damage. Upon successful attack, a creature must make a DC17 DEX saving throw or be grappled. Creature may attempt to escape the grapple at the end of each its turns.
Draining Kiss. The fiend kisses a creature charmed or grappled by it or a willing creature. The target must make a DC 22 Constitution saving throw against this magic, taking 60 (10d10 + 10) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Frenzied Need. Any charmed creatures gain +15 ft movement and will not be able to make a saving throw to break the effect for that round.
Charm. Up to 4 humanoids the fiend can see within 60 feet of it must succeed on a DC 22 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.
The fiend can have up to four people charmed at a time. If it charms another beyond that the one who was charmed first breaks free.
Etherealness. Zelestra magically enters the Ethereal Plane from The Material Plane, or vice versa and suffers no alteration to her speed while in the Ethereal Plane.
Zelestra 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. Zelestra regains spent legendary actions at the start of her turn.
Hot Under the Collar (Costs 2 Actions). Zelestra turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 24 Wisdom saving throw or take 22 (4d10) fire damage.
Etherealness. Zelestra uses her Etherealness action.
Aphrodisiac. The air around the queen become heavy with her scent. Anyone wanting to make a melee attack against her must first pass a wisdom save DC 22 or make the attack at disadvantage.
Invitation. Zelestra telepathically promises an unforgettable night. DC 22 wisdom save or loses their attack next turn.
Lustful Sacrifice. Zelestra grabs and drains one of her charmed slaves and adds the rest of their life to hers. They die in absolute ecstasy.
Lair and Lair Actions
Zelestra's Lair
Zelestra makes her lair in the ruins of an ancient Elven temple. An eerie glow emanates from within and cries and moans of the tortured dead echo through the hallways. The air is overly sweet with a hint of sulphur.
Lair Actions. On initiative count 20 (losing initiative ties), Zelestra can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
- Zelestra casts major image four times at its lowest level, targeting different areas with the spell. Zelestra prefers to create images of intruders’ loved ones being flogged with blazing whips. Zelestra doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Zelestra casts her innate fireball spell.
Regional Effects. The region containing Zelestra’s lair is warped by her magic, which creates one or more of the following effects:
- The area within 9 miles of the lair is filled with haughty disembodied laughter.
- Once every 60 feet within 1 mile of the lair, 10-foot-high superheated jets of water rise from the ground. Any creature or object that touches the water takes 7 (2d6) fire damage, though it can take this damage no more than once per round.
- The area within 2 miles, but no closer than 500 feet, of the lair is filled with miasma, which causes the area to be heavily obscured. The miasma can’t be cleared away.
If Zelestra dies, these effects fade over the course of 1d10 days.







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