Leira

Lady of the Mists

Goddess of illusion, deception, and mystery

CR 35Lesser deityChaotic neutralIllusionDeceptionMysteryMist

The Avatar of Leira

Medium humanoid (avatar), chaotic neutral

Armor Class
29 (illusory shroud)
Hit Points
750 (40d12 + 400)
Speed
60 ft., fly 120 ft. (hover)
STRDEXCONINTWISCHA
24 (+7)30 (+10)30 (+10)26 (+8)26 (+8)30 (+10)
Saving Throws
Dex +20, Con +20, Wis +18, Cha +20
Skills
Deception +30, Insight +18, Perception +18, Stealth +20
Damage Resistances
force, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
poison
Condition Immunities
charmed, frightened, paralyzed, poisoned
Senses
truesight 120 ft., passive Perception 28
Languages
all, telepathy 120 ft.
Challenge
35 (270,000 XP)
Proficiency Bonus
+10

Traits

Illusory Shroud. When an attack would hit Leira, roll a d6. On a 5 or 6, the attack misses as it strikes an illusory position.
Unravel Certainty. Creatures other than Leira within 360 feet cannot be immune to illusion effects and have disadvantage on saving throws against her illusions.
Legendary Resistance (3/Day). If Leira fails a saving throw, she can choose to succeed instead.
Magic Resistance. Leira has advantage on saving throws against spells and other magical effects.
Shattered Truth (Mythic Trait; 1/Day). When Leira is first reduced to 375 hit points or fewer, she creates three semi-real copies in unoccupied spaces within 30 feet and regains 150 hit points. A copy has AC 23, 100 hit points, Leira’s saving throws and senses, and can make one Illusory Dagger attack on its turn. Leira cannot be reduced below 1 hit point while a copy remains.

Actions

Multiattack. Leira makes four Illusory Dagger attacks.
Illusory Dagger. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 22 (4d10) psychic damage.
Veil of Shadows (Recharge 5–6). Each creature of Leira’s choice within 60 feet makes a DC 28 Wisdom saving throw. On a failure, it is frightened for 1 minute and repeats the save at the end of each turn, ending the effect on a success.
False Place. Leira targets a 30-foot-radius area within 120 feet. Each hostile creature there must succeed on a DC 28 Intelligence saving throw or believe it occupies another location until the end of its next turn. While affected, it is blinded and treats all terrain as difficult terrain.

Reactions

Illusory Dodge. When Leira is hit by an attack, she halves the attack’s damage and teleports up to 30 feet to an unoccupied space she can see.
Illusory Swap. When Leira takes damage while a Shattered Truth copy is within 120 feet, she swaps positions with that copy, and the copy takes the damage 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. Leira makes one Illusory Dagger attack.
Mislead (Costs 2 Actions). Leira becomes invisible until the end of her next turn and creates an illusory double in her space.
Mass Delusion (Costs 3 Actions). Each hostile creature within 120 feet must succeed on a DC 28 Intelligence saving throw or be charmed and incapacitated until the end of its next turn while it reacts to a shared false threat.

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.

Veil of Deception. A 30-foot-radius area within 120 feet becomes heavily obscured until initiative count 20 on the next round. Creatures other than Leira that enter it lose their reactions for the same duration.
Hall of Mirrors. Each hostile creature within 60 feet must succeed on a DC 26 Intelligence saving throw or be affected by the confusion spell until initiative count 20 on the next round.
False Reality. Up to three creatures within 120 feet must succeed on a DC 26 Wisdom saving throw or become trapped in an individual phantasmal force effect until initiative count 20 on the next round.

Mythic Actions

The avatar can take 3 mythic actions per day, using one option at a time. It regains spent uses at dawn.

Redirected Pain. One Shattered Truth copy within 120 feet takes damage that would be dealt to Leira.
Mists of Everywhere (Costs 2 Actions). Leira and each remaining copy exchange positions in any order without provoking opportunity attacks.
Shared Illusion (Costs 3 Actions). Each hostile creature within 60 feet makes a DC 28 Intelligence saving throw, becoming stunned until the end of its next turn on a failed save.

Introduction

Leira, the Lady of the Mists, governs illusion, deception, and mystery. Her faith treats certainty as a weakness that invites control. A useful lie can protect a refugee, expose a tyrant, or force an enemy to reveal what it expected to find.

Leirans include illusionists, spies, confidence artists, and priests who wear silver masks tinted for the hour. Their rites use mirrors, smoke, disguises, and contradictory testimony. Members speak plainly to one another only within guarded ceremonies.

Leira sends an avatar when divination threatens a protected secret, when a public truth would cause greater harm than uncertainty, or when her church faces exposure. She rarely destroys evidence. She surrounds it with alternatives that are difficult to disprove.

Physical Appearance

The avatar appears as a poised woman in a fitted black-and-white gown beneath attached translucent veils. A silver half-mask covers one eye. Her uncovered eye is black and attentive, while reflections show a different expression from the one on her face.

She carries a narrow dagger and leaves her other hand open. Her voice shifts subtly in age, accent, and distance. No mist accompanies this form; the uncertainty comes from precise contradictions in posture, reflection, and speech.

Roleplaying the Avatar

Leira answers the question a listener fears asking, not the one spoken aloud. She lies with purpose and tells the truth only when it will create more uncertainty.

  • Give two compatible answers that imply opposite motives.
  • Change one harmless detail whenever repeating a story.
  • Reward a creature that tests an assumption.
  • Never confirm whether an illusion has ended.
  • When exposed, admit one lie and replace it with a more useful one.

Use in a Campaign

The Dead God’s Witness

Leira hides the only witness to a divine murder behind three convincing identities, each of whom believes it is the original.

A Necessary Falsehood

The avatar asks the party to preserve a lie that prevents two cities from resuming a war.

The Unreliable Patron

Leira provides the route through an impossible fortress, but one instruction is false and designed to expose a traitor among the party’s allies.

Trial by Certainty

A ruler uses perfect divination to police intent. Leira attacks the system while the party decides which hidden crimes still require judgment.

Lairs

Leira’s lairs make perception negotiable. Distances change when measured, reflections disagree with bodies, and a door can lead somewhere different depending on what the traveler expects behind it.

The Unmasked Gallery

Mirrors display each visitor without disguise but attach the image to the wrong name.

The House with Two Plans

Two accurate maps describe the same building. Choosing one causes the other layout to become physically real.

The Mistless Shrine

A bare chamber contains no illusions, making every genuine object seem suspicious enough to delay intruders.

The False Archive

Every record is fabricated, but the pattern of errors identifies who altered the missing originals.

Shared References

Open a reference for its canonical description and related entries.

Leira as a masked woman in a fitted black-and-white veiled gown, holding a narrow dagger with her other hand empty.