Lady Maria
Medium Undead, Lawful neutral
- Armor Class 21 (Leather armor +2)
- Hit Points 212 (17d10 + 102)
- Speed 45ft.
STR DEX CON INT WIS CHA 16 (+3) 26 (+8) 22 (+6) 17 (+3) 20 (+5) 20 (+5)
- Skills Perception +14, Acrobatics +15, Insight +12
- Saving Throws Con +13, Dex +15, Wis/Cha +12
- Damage Immunities Poison
- Damage Resistances fire, cold, necrotic
- Condition Immunities charmed, exhaustion, frightened, poisioned, paralised,
- Senses passive Perception 24, blindsight 30Ft. darkvision 60Ft.
- Languages Common, Abyssal, Primordial, Celestial
- Challenge 21 (35 000 Xp)
Legendary Resistance(3 /day)
If Lady Maria fails a saving throw, she can choose to succeed instead.
Magic Resistance. Lady Maria has advantage on saving throws against spells and other magical effects.
First Blood. Upon dropping to 148 HP, Lady Maria impales herself with her blades, and creates an explosion of carnage, coating the blades in her tainted blood and creating a difficult terrain in a 20 feet radius. Any creature within 20 feet of this explosion must make a DC 21 Dex saving throw on a fail taking 2d10 necrotic damage and falling prone. On a save halving the damage and not falling. At the start of her next turn, Bloody Comet automatically recharges and she immediately uses it. Her melee attacks gain the property Reach 10, and she deals an additional 2d10 necrotic damage.
Burning Blood. Upon dropping to 78 HP, Lady Maria levitates into the air, absorbing all the blood in the area and imbuing her blades with fire. At the start of her next turn, Bloody Comet automatically recharges and she immediately uses it. Her melee attacks gain the property Reach 15, and she deals an additional 1d10 fire damage.
Hunter's Bone. Lady Maria can use Misty Step as a bonus action.
Hunter's Ferocity. Lady Maria can heal 10hp for every successful melee attack she makes.
Actions
Multiattack. Lady Maria makes four attacks with her Rakuyo, she can replace one of these attacks with a shot from her Evelyn.
Rakuyo. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit 21 (3d6 + 7) slashing damage. The attacks made with it are considered magical.
Evelyn. Ranged Weapon Attack: +15 to hit, reach 30/90ft. Hit 30 (3d12 + 7) piercing damage, the target must make a constitucion saving trow (DC 21) or is staggered on a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Bloody Comet (Recharge 5-6) Lady Maria jumps into the air and chooses to land on a point within 60 feet of her position, creating an explosion of blood. Each creature within 15 feet of her makes a DC 21 Dexterity saving throw, taking 55 (7d10+14) necrotic damage on a failed saving throw, or half as much on a successful one. This can only be done while First Blood is active. Damage is incresed by additional 25 (3d10+9) fire damage after Burning Blood has been activated.
Reactions
Parry. Lady Maria can add 6 to her AC when she is being hit by a melee attack and if the attack misses she can make an additional attack with Rakuyo.
Deflect Missile. In response to being hit by a ranged weapon attack, Lady Maria deflects the missile using her Rakuyo or her free hand. The damage taken from the attack is reduced by 20 (4d6+6). If the damage is reduced to 0 Lady Maria redirects the missile to the nearest creature.
Fleet Footwork. When a creature missed Lady Maria, she can use her reaction to make a trip attack against that creature, if it's in range.
Legendary Actions
Lady Maria can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lady Maria regains spent legendary actions at the start of her turn.
Hunter's Bone. Lady Maria uses Misty Step.
Parrying Shot. Lady Maria makes one attack with her Evelyn. If the attack hits, the creature is Marked for Death until the end of Lady Maria's next turn.
Visceral Attack. Lady Maria makes a Melee attack against a creature Marked for Death. If the attack hits, it is an automatic critical hit.
Optional Eyebite spell as a bonus action if you want to mess with your players a little. (DC 20)
Credit for the art: Oreki Genya and Jawlipops
Lair Actions
On initiative count 20 (losing initiative ties), Lady Maria can take a lair action to cause one of the following effects; Lady Maria can't use the same effect two rounds in a row:
Astral Clocktower: Lady Maria glimpses the future, so she has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
Living Blood: Grasping spurt of blood erupt in a 20-foot radius centered on a point on the ground. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the blood. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check.
Grears of Time: A tremor shakes the tower. Each creature on the ground must succeed on a DC 15 Dexterity saving throw or be knocked prone.
In The Astral Clocktower Lady Maria has a challenge rating of 22
This is heavily inspired and copied from another homebrewer TobiWanKanoli from reddit:
https://homebrewery.naturalcrit.com/share/B1leuUU9-