Monster
Nintra Siotta
Outside your table’s allowed sources
Official reference · CM · 2014
- Creature type
- Fey
- Size
- Large
- Armor class
- 17
- Hit points
- 306 (36d10 + 108)
- Speed
- Walk 40 ft., Fly 40 ft. (hover)
- Challenge rating
- 16
- Alignment
- Chaotic Evil
- Strength
- 16
- Dexterity
- 24
- Constitution
- 16
- Intelligence
- 17
- Wisdom
- 15
- Charisma
- 24
- Passive Perception
- 17
- Saving Throws
- str: +8; dex: +12; wis: +7
- Skills
- deception: +12; insight: +7; perception: +7
- Senses
- truesight 60 ft.
- Languages
- Common, Elvish, Sylvan
- Condition Immunities
- charmed, exhaustion, stunned
Traits
Legendary Resistance (3/Day)
If Nintra fails a saving throw, she can choose to succeed instead.
Actions
Multiattack
Nintra makes two attacks.
Claw
Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) piercing damage.
Shard of Shadow
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.
Storm of Shattered Glass (Recharge 6)
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 save. If Nintra is in the sphere, the shards deal no damage to her.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Nintra makes one attack.
Fey Step
Nintra teleports to an unoccupied space she can see within 30 feet of her.
Shadow Strikes (Costs 2 Actions)
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.
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
Lair actions
On initiative count 20 (losing initiative ties) Nintra can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:
- Nintra targets one pane of shadow glass in her lair, causing it to explode into shards. Each creature within 20 feet of the exploding pane must make a DC 18 Dexterity saving throw, taking 13 (3d8) piercing damage on a failed save, or half as much damage on a successful one. The shards fade away to vapor and the pane is restored to normal at the next initiative count 20.
- Nintra targets one pane of shadow glass in her lair, briefly transforming it into a swirling vortex. One creature of her choice within 20 feet of the pane must succeed on a DC 20 Strength saving throw or be drawn into the vortex, taking 11 (2d10) necrotic damage. The creature is then teleported to an unoccupied space within 5 feet of another pane of shadow glass in Nintra's lair (determined randomly).