Dark Maiden

Medium fey, neutral evil

Armor Class

15 (natural armor)

Hit Points

97 (15d8 + 30)

Speed

30 ft.

Saves

Wis +6, Cha +8

Skills

Deception +8, Insight +6, Perception +6, Performance +8, Persuasion +8

Senses

darkvision 60 ft.

Languages

Common, Undercommon

Challenge

8

Innate Spellcasting

The dark maiden's innate spellcasting ability is Charisma (spell save DC 16). The dark maiden can innately cast the following spells, requiring no components. • At will: detect evil and good, minor illusion, prestidigitation • 2/Day: charm person, detect magic, detect thoughts • 1/Day: dispel evil and good, entangle, enthrall, feather fall, hold person, hypnotic pattern, silence, sleep

Inscrutable

The dark maiden is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses. Wisdom (Insight) checks made to ascertain the storyweaver's intentions or sincerity have disadvantage.

Magic Resistance

The dark maiden has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The dark maiden makes two attacks with its claws.

Claws

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Instead of dealing damage, the dark maiden can grapple the target (escape DC 16). It can only grapple one target at a time.

Confusing Gaze

When a creature starts its turn within 30 ft. of the dark maiden and can see its eyes, the dark maiden can magically force it to make a DC 16 Charisma saving throw, unless the dark maiden is incapacitated. On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 5 or 6, the creature takes no action but uses all of its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.

Dark Kiss

The dark maiden kisses a creature it has grappled,a charmed creature, or a willing creature. The target must make a DC 16 Constitution saving throws against this magic, taking 35 (10d6) necrotic damage on a failed save, or half as much on a success. the target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target takes finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.