17
195 (17d8 + 119)
35 ft.
Int +13, Wis +16, Cha +16
Arcana +13, History +13, Insight +16, Perception +16, Persuasion +16
poison
charmed, exhaustion, poisoned, psychic
darkvision 120 ft.
All
19
The lady is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain the lady's intentions or sincerity have disadvantage.
The lady's innate spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). She can innately cast the following spells, requiring no components • At will: druidcraft, fire bolt, guidance, locate object, spare the dying, thorn whip • 3/Day each: banishment, charm person, cure wounds, dispel magic, entangle, faerie fire, goodberry, hypnotic pattern, legend lore, moonbeam, silence, zone of truth • 1/Day each: forcecage, heal, mass cure wounds, modify memory, plane shift, scrying, suggestion, water walk
If the lady fails a saving throw, she can choose to succeed instead.
The lady has advantage on saving throws against spells and other magical effects.
The lady's weapon attacks are magical.
The lady regains 10 hit points at the start of each of her turns if she has at least 1 hit point.
The lady makes two melee attacks.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 31 (9d6) radiant damage.
The lady can use a bonus action on her turn to target one creature within 30 feet of her. If the target can see the lady, it must succeed on a DC 24 Wisdom saving throw or become paralyzed until the start of the lady's next turn. If the target makes a successful saving throw, they are immune to the gaze for the next hour.
The lady casts one of her at-will spells.
The lady magically teleports along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
The lady casts a spell from her innate spellcasting list, using a spell slot as normal.