17
306(36d10+108)
walk 40 ft., fly 40 ft. (hover)
Str +8, Dex +12, Wis +7
Deception +12, Insight +7, Perception +7
charmed, exhaustion, stunned
truesight 60 ft.
Common, Elvish, Sylvan
16
+5
If Nintra fails a saving throw, she can choose to succeed instead.
Nintra makes two attacks.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) piercing damage.
Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 10 (1d6 + 7) necrotic damage, and if the target is a creature, it must succeed on a DC 20 Constitution saving throw or be poisoned until the end of its next turn.
Nintra casts one of the following spells, using Charisma as the spellcasting ability (save DC 20) and requiring no material components: • 3/Day each: dispel magic, faerie fire, mirror image
Nintra targets a point she can see within 60 feet of her and creates a 20-foot-radius sphere of swirling glass shards centered on that point. Each creature in the sphere must make a DC 20 Dexterity saving throw, taking 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one. If Nintra is in the sphere, the shards deal no damage to her.
Nintra 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. Nintra regains spent legendary actions at the start of her turn.
Nintra makes one attack.
Nintra teleports to an unoccupied space she can see within 30 feet of her.
Provided she is in bright or dim light, Nintra causes her shadow to attack a creature within 10 feet of her. Her shadow makes two claw attacks, each attack identical to Nintra's claw attack except that it deals psychic damage instead of piercing damage.