Special Equipment. Alaina has the following special equipment (accounted for in her statistics). A robe of the archmagi, a staff of the magi, a belt of hill giant strength, a set of bracers of defense, a ring of free action, a cloak of the manta ray.
Legendary Resistance (3/Day). If Alaina fails a saving throw, she can choose to succeed instead.
Battle Ready. When Alaina attacks with a magic weapon, she can use her Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Dual Wielder. Alaina gains a +1 bonus to her AC while she is wielding a separate melee weapon in each hand. She can use two-weapon fighting even when the one-handed melee weapons she is wielding aren't light, and can draw or stow two one-handed weapons when she would normally be able to draw or stow only one.
Magic Item Savant. Alaina can attune to up to five magic items at once. She ignores all class, race, spell, and level requirements on attuning to or using a magic item.
Runestones. Alaina has used the glyph of warding to prepare a large number of glyphs in advance. Alaina has glyphs imbued into her ship (described in her Lair Actions) and also carries small runestones. Alaina has the following runestones prepared via glyph of warding on her person at all times; if a spell normally requires concentration it does not when cast via a glyph and instead automatically lasts for its full duration.
5/day each: shield, mirror image, misty step
3/day each: cure wounds (at 3rd level)*, heroism (at 3rd level), enlarge/reduce
2/day each: aura of vitality, fly, haste
* Alaina has set the condition on her cure wounds glyph as follows: whenever Alaina takes damage that would reduce her to 0 hit points, the glyph casts cure wounds at 3rd level targeting Alaina.
Sharpshooter. Attacking at long range does not impose disadvantage on Alaina's ranged weapon attack rolls and her ranged weapon attacks ignore half cover and three-quarters cover.
Before Alaina makes an attack with a ranged weapon, she can choose to take a -5 penalty on the attack roll to add +10 to the attack's damage.
Spellcasting. Alaina is an 11th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 21, +15 to hit with spell attacks). Alaina has following artificer and wizard spells prepared:
Cantrips (at will): booming blade, create bonfire, fire bolt, mage hand, mending, message, prestidigitation, shape water
1st level (4 slots): absorb elements, cure wounds, faerie fire, feather fall, fog cloud, grease, heroism, longstrider, magic missile, shield, thunderwave
2nd level (3 slots): branding smite, gust of wind, heat metal, invisibility, lesser restoration, mirror image, misty step, spider climb, warding bond, web
3rd level (3 slots): aura of vitality, conjure barrage, dispel magic, fly, haste
4th level (3 slots): aura of purity, fire shield, freedom of movement, stoneskin
(Alaina starts combat with fire shield (cold) and freedom of movement already cast on herself.)
War Caster. Alaina has advantage on Constitution saving throws she makes to maintain concentration on a spell when she takes damage. She can perform the somatic components of spells even when she has weapons or a shield in one or both hands. She can also use her reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
Multiattack. Alaina makes two attacks with her staff or spear in any combination. She can make an additional attack with either weapon using her bonus action. Once per turn when Alaina hits with a weapon attack, she can use her Arcane Jolt.
Staff. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 10 (1d6 + 7) bludgeoning damage.
Spear. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 10 (1d6 + 7) piercing damage.
Spear Throw. Ranged Weapon Attack: +13 to hit, range 20/60 ft., 1 target. Hit: 10 (1d6 + 7) piercing damage. The spear returns to Alaina's hand after the attack whether it hits or misses.
Arcane Jolt. When Alaina hits a target with a magic weapon attack, she can choose to either deliver an extra 4d6 force damage to the target, or restore 4d6 hit points to a creature or object within 30 feet of the target.
Bladesong (2/Rest). As a bonus action, Alaina starts a bladesong which lasts for 1 minute and grants her the following benefits:
- Alaina gains a +5 bonus to her AC.
- Alaina's walking speed increases by 10 ft.
- Alaina has advantage on Acrobatics checks.
- Alaina gains a +5 bonus to any Constitution saving throws she makes to maintain concentration on a spell.
The bladesong ends early if Alaina dons medium or heavy armor or a shield, or if she uses two hands to make an attack with a weapon. She can also dismiss the bladesong at any time she chooses (no action required).
Flash of Genius. When Alaina or another creature she can see within 30 feet of her makes an ability check or a saving throw, Alaina can use her reaction to add +5 to the roll.
Captain Alaina 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. Alaina regains spent legendary actions at the start of her turn.
Attack. Alaina makes one melee weapon attack.
Cantrip. Alaina casts one cantrip spell.
Cast A Spell (Costs 2 Actions). Alaina casts a spell of 1st level or higher that has a casting time of 1 action.
Trigger Glyph (Costs 2 Actions). Alaina activates one of the glyphs of warding imbued into her ship or carved into her runestones.
Lair and Lair Actions
The Sea Fury
Alaina's lair is her pirate ship known as the Sea Fury. The ship is enchanted and inscribed with a large array of glyphs and enchantments that grant Alaina and her crew special defenses and abilities while on board.
While encountered on her ship Alaina has a challenge rating of 18.
Lair Actions
On initiative count 20 (losing initiative ties), Alaina takes a lair action to cause one of the following effects; Alaina can’t use the same effect two rounds in a row:
- Alaina casts the control water using her own spellcasting ability. The spell lasts until initiative count 20 of the next round and does not require concentration.
- Alaina conjures a 15-foot cube of water that fills an unoccupied space she can see within 60 feet of her, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature of Alaina's choice that comes into contact with the rushing wave must succeed on a DC 21 Strength saving throw or be knocked prone by it and pushed 15 feet along the wave's course.
- Alaina conjures a gargantuan sea fury that is bound to her ship. The creature acts on its own intiative and lasts until Alaina uses another lair action or it is reduced to 0 hit points. The fury appears in an unoccupied space within 30 feet of the ship and obeys Alaina's commands.
- Alaina triggers one glyph inscribed into her ship by the glyph of warding spell. Alaina can use each of the following glyphs twice per day and the spells automatically last for their full duration and do not require concentration:
- The fog cloud spell is cast on the ship at a location of Alaina's choice.
- The haste spell is cast on a creature of Alaina's choice that she can see within 30 ft. of her.
- The conjure barrage spell is cast from a location of Alaina's choice that she can see on the ship and faces a direction of her choice.
- The gust of wind spell is cast from a location of Alaina's choice that she can see on the ship and faces a direction of Alaina's choice. The spell does not affect Alaina or her crew.
- Alaina summons a prismatic shell around the Sea Fury. The shell entirely surrounds the ship and functions as the prismatic wall spell, but lasts until Alaina is killed or she dismisses it (no action required).
Regional Effects
The region containing the ship known as the Sea Fury is warped by the ship's magic, which creates the following effects:
- Sea water within 5 miles of the ship becomes coarse and choppy, as if whipped by an unseen wind. Ships and creatures other than the Sea Fury that are within the area treat the water as difficult terrain.
- Magical fog fills the area within 1 mile of the ship and moves at Alaina's command. For creatures other than Alaina and her crew, the area is heavily obscured.
- Ordinary creatures with a swimming speed within 1 mile of the Sea Fury are able to communicate telepathically with Alaina. The creatures act as spies and servants to Alaina and follow her commands to the best of their ability.
These effects fade immediately once the Sea Fury leaves an affected area.