- Saving Throws
- Dex +18, Con +17, Wis +16, Cha +19
- Skills
- Acrobatics +18, Insight +16, Performance +19, Perception +16, Stealth +18
- Damage Resistances
- radiant
- Damage Immunities
- necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities
- charmed, exhaustion, frightened, paralyzed, poisoned
- Senses
- truesight 120 ft., passive Perception 26
- Languages
- all, telepathy 120 ft.
- Challenge
- 30 (155,000 XP)
- Proficiency Bonus
- +9
Traits
Innate Spellcasting. Eilistraee’s spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). She requires no material components.
- At will: cure wounds (9th level), dancing lights, detect magic, dispel magic, invisibility, moonbeam, shield, teleport
- 3/day each: greater restoration, heal, mass suggestion, resurrection
- 1/day each: divine word, true resurrection, wish
Divine Regeneration. The avatar regains 30 hit points at the start of her turn if she has at least 1 hit point. This trait does not function at the start of her next turn after she takes radiant damage.
Shadow Dance. While in dim light or darkness, the avatar’s speed doubles and her movement does not provoke opportunity attacks.
Spellsong Aura. Creatures of the avatar’s choice within 60 feet that can hear her have advantage on saving throws against being charmed or frightened. A hostile creature that starts its turn there must succeed on a DC 27 Wisdom saving throw or be charmed until the end of that turn.
Legendary Resistance (3/Day). If the avatar fails a saving throw, she can choose to succeed instead.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Radiant Form (Mythic Trait; 1/Day). When the avatar is reduced to 0 hit points, she becomes a figure of silver moonfire instead of dying. All conditions affecting her end, she regains 297 hit points, and she immediately uses Moonfire. For the rest of the encounter, she has resistance to all damage, and her weapon attacks deal an extra 14 (4d6) radiant damage.
Actions
Multiattack. The avatar makes three weapon attacks.
Singing Sword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 14 (4d6) radiant damage. One Singing Sword can fly to an unoccupied space within 30 feet after the attack and make the next Singing Sword attack from that space.
Moonsword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) slashing damage plus 18 (4d8) radiant damage. The target must succeed on a DC 27 Wisdom saving throw or be blinded until the end of its next turn.
Moonfire (Recharge 5–6). Silver light fills a 30-foot-radius sphere centered on a point within 120 feet. Hostile creatures there make a DC 27 Constitution saving throw, taking 54 (12d8) radiant damage on a failed save, or half as much on a successful one. Allies there instead regain 30 hit points.
Call of Freedom (1/Day). The avatar summons 2d4 dryads, unicorns, or eladrin in unoccupied spaces within 60 feet. They act immediately after her and remain for 1 hour.
Reactions
Parry. The avatar adds 8 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.
Spell Reflection. When the avatar is targeted by a spell of 7th level or lower that targets only her, she makes a Charisma check against DC 10 + the spell’s level. On a success, the spell targets its caster instead.
Legendary Actions
The avatar can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.
Attack. The avatar makes one weapon attack.
Moonlit Step. The avatar teleports up to 60 feet to an unoccupied space she can see. A 10-foot-radius area she left becomes dimly lit until the end of her next turn.
Blessing of the Dark Maiden (Costs 2 Actions). Up to three creatures within 60 feet have advantage on attack rolls and saving throws until the start of her next turn.
Spellsong Pulse (Costs 3 Actions). Each hostile creature within 30 feet must succeed on a DC 27 Wisdom saving throw or be incapacitated until the end of its next turn.
Lair Actions
On initiative count 20 (losing initiative ties), the avatar uses one lair action. It cannot use the same option two rounds in a row.
Moonlit Glade. Moonlight fills a 40-foot-radius area within 120 feet until initiative count 20 on the next round. A hostile creature there must succeed on a DC 26 Wisdom saving throw or be charmed until the end of its next turn. Allies there regain 20 hit points at the start of their turns.
Spellsong Chorus. Allies within 60 feet have advantage on saving throws until initiative count 20 on the next round. Hostile creatures there must succeed on a DC 26 Wisdom saving throw or be deafened for the same duration.
Dancing Blades. Spectral swords fill a 30-foot-radius area within 120 feet. Hostile creatures there must succeed on a DC 26 Dexterity saving throw or take 45 (10d8) slashing damage and have half speed until the end of their next turn.
Moonfire Bloom. Silver fire erupts in a 20-foot-radius area within 120 feet. Hostile creatures there make a DC 26 Constitution saving throw, taking 42 (12d6) radiant damage on a failure, or half as much on a success. Allies there gain a +2 bonus to attack rolls until the end of their next turns.
Mythic Actions
The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.
Moonlit Blades. Each hostile creature within 30 feet makes a DC 27 Dexterity saving throw, taking 27 (6d8) slashing damage and becoming restrained until the start of the avatar’s next turn on a failure, or taking half as much damage on a success.
Song of Redemption (Costs 2 Actions). Each creature of the avatar’s choice within 60 feet must succeed on a DC 27 Wisdom saving throw or be charmed until the end of its next turn. While charmed, it cannot willingly attack the avatar or her allies.
Moonfall (Costs 3 Actions). A pillar of silver light fills a 20-foot-radius area within 120 feet. Hostile creatures there make a DC 27 Constitution saving throw, taking 66 (12d10) radiant damage on a failure, or half as much on a success. Allies there instead gain the benefits of greater restoration.