Queen of Night and Magic
Medium Fey Neutral Evil
- Armor Class: 22 (Regal Bearing)
- Hit Points: 225 (30d8 + 90)
- Speed: walk 60 ft. fly 30 ft.
- Challenge Rating: 21 (33,000 XP)
- Source: Tome of Beasts 2023, page 178
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 12 (+1) |
19 (+4) |
17 (+3) |
20 (+5) |
18 (+4) |
26 (+8) |
- Saving Throws: Con +10, Wis +11
- Skills: Arcana +12, Deception +15, Intimidation +15, Perception +11, Stealth +11
- Damage Vulnerabilities: False
- Damage Immunities: cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons
- Damage Resistances: fire, lightning
- Condition Immunities: charmed, frightened
- Senses: truesight 120 ft., passive Perception 21
- Languages: Celestial, Common, Elvish, Sylvan, Umbral, telepathy 120 ft.
Special Abilities
- Legendary Resistance (3/Day): If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead.
- Magic Resistance: The Queen of Night and Magic has advantage on saving throws against spells and other magical effects.
- Regal Bearing: While the Queen of Night and Magic is wearing no armor and wielding no shield, her AC includes her Charisma modifier.
Actions
- Multiattack: The Queen of Night and Magic makes three Rapier or Star Strike attacks. She can replace one attack with a use of Spellcasting or Unravel.
- Rapier: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 14 (4d6) cold damage.
- Star Strike: Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 17 (2d8 + 8) fire damage plus 9 (2d8) radiant damage.
- Unravel: The Queen of Night and Magic ends one magical effect she can see within 60 feet of her. To do so, she must succeed on a Charisma check against a DC of 10 + the spell's level or the magical effect's DC, whichever is higher.
- Shadow Rift (Recharge 5-6): The Queen of Night and Magic creates a shadowy rift on a point she can see within 120 feet. Each creature within the 20 feet of the rift must make a DC 23 Constitution saving throw. On a failure, a creature takes 36 (8d8) cold damage and 36 (8d8) necrotic damage and is restrained by wisps of icy shadow for 1 minute. On a success, a creature takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Spellcasting: The Queen of Night and Magic casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 23):
At will: command, dancing lights, darkness, mage hand, suggestion
3/day each: confusion, fear, greater invisibility, mirror image
1/day each: dominate monster, plane shift, power word stun
Bonus Actions
- Hidden Step: The Queen of Night and Magic magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see and takes the Hide action.
Reactions
- Sudden Fraying: When the Queen of Night and Magic is targeted by a spell or included in a spell's area and the spell doesn't have an instantaneous duration, she can use Unravel on the spell, dispelling it after it is cast. She doesn't need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell.
The Queen of Night and Magic 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. The Queen of Night and Magic regains spent legendary actions at the start of her turn.
Legendary Actions
- Attack: The Queen of Night and Magic makes one Star Strike attack. She doesn't have disadvantage on this attack roll from being within 5 feet of a creature, though she can have disadvantage from other sources.
- Move: The Queen of Night and Magic moves up to her walking speed or up to half of her flying speed without provoking opportunity attacks.
- Cast a Spell (Costs 2 Actions): The Queen of Night and Magic uses Spellcasting.
- Swirling Stars (Costs 2 Actions): The stars on the Queen's gown pulse with brilliant starlight. Each creature within 15 feet of her must succeed on a DC 23 Dexterity saving throw or be blinded until the end of its next turn.
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