The Lady in White
Our latest monster is lifted from one of our own campaigns, an old favorite cleaned up for proper release. The Lady in White was a recurring villain, made all the more enigmatic by the fact that she never appeared when we expected her; we would be in the midst of some other quest, and she would show up, acting almost like an ally.
Here, we have her actual stat block, but if you want to run this fearsome enemy as she original appeared, you won't need to know most of what's there for many sessions. In a lot of ways, the Lady really is the natural evolution of how a succubus operates; a normal succubus cozies up to it's prey, appearing friendly until it has what it wants. The Lady in White is the same way, but is even more difficult to see through and understand, letting her work on a grander scale and over a much longer period of time.
Philosophizing aside, we hope you enjoy running this character as much as we did.
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The Lady in White
The Lady in White is an ancient succubus who serves the archdevil Fierna as a spy and an emissary. Her fiendish powers have been honed to a terrifying degree, and her ages of study have led her to be an accomplished wizard.
Veiled Power. The Lady has an obsession with the appearance of cleanliness and purity, and thus strongly dislikes disorder and filth. For this reason, she rarely resorts to physical conflicts despite her strength unless absolutely necessary, preferring to accomplish her goals through subterfuge. She also carefully guards the secret of her true nature from mortals, preferring to instead present herself as travelling nobility.
Corrupting Influence. Despite this appearance of purity, the Lady greatly enjoys the suffering and corruption of others. She travels with a band of bone-clad ivory knights, fallen heroes whose souls have been tormented and broken. With the Lady’s influence, these poor beings have been reduced to mindless thralls that obey the Lady without question and live to shelter and protect her.
Realm Traveler. The Lady and her company travel between worlds with her Ivory Carriage. She does not have a true home, preferring to instead wander and discover new opportunities to corrupt in the name of her mistress.
The Ivory Carriage
Wondrous item, legendary
This carriage, crafted from the bones of the damned, is drawn by two nightmares. They can be controlled after speaking the carriage’s command word while within the carriage, at which point the speaker becomes the carriage’s pilot. The carriage can only have one pilot at any one time. If either nightmare dies, it reappears in an unoccupied space within 5 ft. of the carriage at the next dawn. Up to eight Medium or smaller creatures can be inside the carriage at any one time. The carriage is a Huge object with the following statistics:
Armor Class: 18
Hit Points: 200
Speed: 60 ft., fly 90 ft. (or 0 ft. for if either of the nightmares are unable to pull the carriage)
Damage Immunities: poison, psychic
If the carriage is destroyed, it reforms at the next dawn. A creature piloting the carriage can cast the gate spell requiring no material components. After doing so, the carriage cannot be used to cast gate again until the next dawn.
The Lady in White
Medium fiend (shapechanger), lawful evil
Armor Class 16 (natural armor)
Hit Points 117 (18d8 + 36)
Speed 30 ft., fly 60 ft.
STR 8 (-1)
DEX 19 (+4)
CON 14 (+2)
INT 18 (+4)
WIS 14 (+2)
CHA 23 (+6)
Saving Throws Dex +8, Wis +6, Cha +10
Skills Arcana +8, Deception +10, Insight +10, Intimidation +10, Investigation +8, Perception +6, Persuasion +10
Damage Resistances cold, fire, lightning, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Infernal, telepathy 60 ft.
Challenge 12 (8,400 XP XP)
Legendary Resistance (3/Day). If the Lady fails a saving throw, she can choose to succeed instead.
Magic Resistance. The Lady has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Lady’s weapon attacks are magical.
Shapechanger. The Lady can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, the Lady loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.
Spellcasting. The Lady is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She has the following spells prepared:
Cantrips (at will): chill touch, fire bolt, mage hand, minor illusion
1st level (4 slots): burning hands, detect magic, sleep
2nd level (3 slots): blindness/deafness, blur, detect thoughts
3rd level (3 slots): fireball, hypnotic pattern, sending
4th level (3 slots): blight, locate create
5th level (1 slot): mislead, scrying
Telepathic Bond. The Lady ignores the range restriction on her telepathy when communicating with a creature she has charmed. The two don’t even need to be on the same plane of existence.
Actions
Multiattack. The Lady makes two attacks with her claws while in her fiend form.
Claw (Fiend Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) necrotic damage.
Charm. One humanoid the Lady can telepathically communicate with must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Lady’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to the Lady’s Charm for the next 24 hours.
The Lady can only have one target charmed at a time. If she charms another, the effect on the previous target ends.
If the target remains charmed for the effect’s full duration, the Lady can choose to have the target repeat the saving throw with disadvantage when the effect would otherwise end. If the target fails this saving throw, they remain charmed for another day. If the target remains charmed in this way for 1 week, the effect ends, the target loses its will and memories, and it becomes a thrall under the control of the Lady in White. Nothing short of a wish spell can restore the target to its former self.
Draining Kiss. The Lady in White kisses a creature charmed by it or a willing creature. The target must make a DC 18 Constitution saving throw against this magic, taking 61 (10d10 + 6) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The Lady enters the Ethereal Plane from the Material Plane, or vice versa.
Legendary Actions
The Lady can take 3 legendary actions, choosing from the options listed below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Lady regains spent legendary actions at the start of her turn.
Claw. The Lady makes one claw attack.
Waltz. The Lady moves up to her speed without provoking opportunity attacks.
Cast Spell (Costs 3 Actions). The Lady casts a spell.
Ivory Knight
Medium humanoid (any race), unaligned
Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR 16 (+3)
DEX 11 (+0)
CON 14 (+2)
INT 7 (-2)
WIS 10 (+0)
CHA 3 (-4)
Saving Throws Con +4, Wis +2
Damage Resistances psychic
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)
Dark Devotion. The knight has advantage on saving throws against being charmed or frightened.
Actions
Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Reactions
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.