The Ball of the Moth Marchioness Legend
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The Ball of the Moth Marchioness

Three dances, three oaths, and three chances to escape the ball.

The Moth Marchioness
The Adversary
The Moth Marchioness
fey (archfey) · CR 10

Her smile promises a wish, and behind every mask in the hall is someone who believed her.

Show stat block
The Moth Marchioness
Middelgrote fee, chaotisch neutraal
Armor Class 17 (natuurlijke gratie)
Hit Points 195 (26d8 + 78)
Speed 12 m, vliegen 12 m
STR12+1
DEX20+5
CON16+3
INT17+3
WIS16+3
CHA22+6
Saving Throws Dex +9, Wis +7, Cha +10
Skills Bedrog +10, Overreden +10, Uitvoerende kunsten +10
Resistances & immunities betoverd (immuun)
Senses duisterzicht 18 m, passieve Waarneming 13
Challenge 10 (5.900 XP)
Traits

Betoverend masker. Elke creatuur die de Motmarkiezin voor het eerst in een beurt ziet, moet een Wijsheid-redding doen tegen DC 18 of is betoverd door haar tot het einde van haar volgende beurt. Een creatuur die haar redding slaagt, is de volgende 24 uur immuun voor dit effect.

Wensfluistering. De Motmarkiezin kan tegen een betoverde creatuur een geheime wens fluisteren; als die creatuur de wens hardop herhaalt, moet ze een Wijsheid-redding doen tegen DC 18 of raakt ze permanent gecharmeerd door de Motmarkiezin totdat een Wens of Betovering opheffen spreuk het verbreekt.

Feeensprong. Als bonusactie kan de Motmarkiezin teleporteren naar een onbezette plek binnen 9 m die ze kan zien, en tot twee gewillige creaturen binnen 1,5 m van zichzelf meenemen.

Actions

Meervoudige aanval. De Motmarkiezin valt tweemaal aan met haar motvleugeldolk.

Motvleugeldolk. Aanvalsworp met wapen: +9, bereik 1,5 m, één doel. Trefkans: 8 (1d4+5) steekschade plus 10 (3d6) psychische schade.

Vlinderstorm (herlaad 5-6). Een zwerm gloeiende motten explodeert vanuit haar mantel in een straal van 6 m. Elke creatuur daarin moet een Wijsheid-redding doen tegen DC 18: bij falen is de creatuur verblind en doet ze 21 (6d6) psychische schade op, bij slagen de helft van de schade en niet verblind.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

You step through an arch of blooming thorns and land in the middle of candlelight and music: a ballroom, impossibly vast, crowded with dancers in iridescent masks who move not quite like people. A masked hostess with butterflies in her hair bows and sings the rules: three dances, three promises, eat nothing, do not lose your mask, and whoever reaches the stroke of midnight may carry a wish home.

But the clock never strikes midnight, for the Moth Marquise has frozen time so her feast need never end. Every guest who ever broke an oath now wears a mask that will not come off, and their names are forgotten, even by themselves. You feel it already: a thought slips away, a memory dims.

You must survive the deadly etiquette, pry information out of dangerous court intrigues, endure three dances without making a fatal promise, and discover the true name of the Moth Marquise, for a fey without a name has no power. Every misstep costs a piece of who you are.

At the final dance you force the clock toward midnight and confront the Moth Marquise with her own name, while behind every mask in the hall stands someone who once believed her smile and her wish. Succeed, and the ball falls silent and the mirror opens; fail, and you are given a mask that fits perfectly, forever, and the feast dances merrily on as if no one ever missed you.

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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.