Skip to main content

The Black Lady




The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand.

The Black Lady

Medium Fiend (devil), lawful evil

Armor Class 22 (natural armor)

Hit Points 375 (30d8 + 240)

Speed 30ft

Str 10 Dex 29 Con 27 Int 17 Wis 18 Cha 21

Saving Throws Con +15, Wis +11

Skills Deception +12, History +10, Insight +18, Investigation +10, Perception +11, Persuasion +19

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Damage Immunities fire, poison, psychic

Condition Immunities charmed, frightened, poisoned

Senses truesight 120 ft. passive Perception 21

Languages Abyssal, Celestial, Common, Infernal, telepathy 120 ft.

Challenge 23 (50,000 XP)

Gossip Network.

All friendly lawful creatures within 120ft of the Black Lady that can see her gain advantage on Intelligence, Wisdom, and Charisma skill checks and savings. This ability does not function of the Black Lady is silenced or incapacitated.

Innate Spellcasting.

The fiend can innately cast Misty Step, requiring no material components. Its innate spellcasting ability is Charisma.

Legendary Resistance (3/day).

If the fiend fails a saving throw, it can choose to succeed instead.

Propriety.

The fiend broadcasts an oppressive aura in a radius of 40ft. All creatures within the aura must succeed on a DC 20 Wisdom save any time they attempt to break the decorum of the current location. If a creature fails this save by 5 or more, the fiend may use her Disappointed Glare against that creature as a reaction.

Actions

Multiattack.

The fiend makes three attacks: one with its gore and two with her fans. It can substitute any one of those attacks with a Disappointed Glare.

Fan.

Melee Weapon or Ranged Weapon Attack: +16 to hit, reach 5 ft., range 60/120ft, one target. Hit: 16 (2d6 + 9) slashing damage.

Gore.

Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) psychic damage.

Disappointed Glare.

The fiend targets one creature it can see within 60 feet of it. If the target can see the fiend, it must succeed on a DC 20 Wisdom saving throw against this magic or become restrained until the end of the fiend's next turn and take 11(2d10) psychic damage. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Disappointed Glare of the Black Lady for the next 24 hours.

Legendary Actions

The fiend 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 fiend regains spent legendary actions at the start of its turn.

Fan (1 Action).

The Black Lady makes a Fan attack.

Scrutinize (1 Action).

The Black Lady makes an Insight, Investigation, or Perception check.

Preening Attention (2 Points).

The Black Lady restores 18(4d8) hit points to a friendly creature within 5ft.​8

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...