My players keep traveling back to Ynn to use the Vats (they summoned a modern to help them figure out how to use it). Each time they visit I add unique encounters drawn from Alice. Decided to add the Red Queen and make her a sidhe taking liberal inspiration from a Red and Pleasant land as the sidhe are described as “elves crossed with gray aliens crossed with vampires”. The other inspiration is the actual Red Queen from Dungeonland. This is my basic reference point for the odd occasions that the PCs may meet a sidhe.
The Heart Queen (or Red Queen) is a typical example of her kind. She is perpetually surrounded by swarming butterflies that have a heart-shaped pattern on their wings – a real heart pattern.
The Red/Heart Queen
Spellcasting. The Heart Queen is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 16, +8 to hit with spell attacks). She has the following cleric spells prepared:
- Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
- 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
- 2nd level (3 slots): lesser restoration, protection from poison, web
- 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
- 4th level (3 slots): divination, freedom of movement
- 5th level (2 slots): insect plague, mass cure wounds
Actions
Multiattack. The sidh makes two attacks or casts two different spells. They prefer using spells or servants to attack and defend themselves but will engage in melee if they must.
Flowerheaded Rod of Smiting. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 1d8 + 7 bludgeoning damage. On a critical hit the weapon drains a charge (has 1d20+5) and does 37 force damage. It does an extra 3d6 force damage against constructs.
Charm. The sidh targets one humanoid it can see within 30 feet of it. If the target can see the sidh, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the sidh. The charmed target regards the sidh as a trusted friend to be heeded and protected. Although the target isn’t under the sidh’s control, it takes the sidh’s requests or actions in the most favorable way it can. Each time the sidh or the sidh’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the sidh is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Garden (1/Day).If the sidh is in the Gardens of Ynn (or other plane crafted by the sidh), the sidh magically calls 2d4 native garden creatures to its defence. Roll randomly on the encounter table and these creatures turn up to defend the sidh. The called creatures arrive in 1d4 rounds, acting as allies of the sidh and obeying its spoken commands. The creatures remain for 1 hour, until the sidh dies, or until the sidh dismisses them as a bonus action.
Power Word: Crawl (1/Day). Which will cause everyone else in hearing range to make a DC 17 Wisdom saving throw or crawl, moving at half speed and attacking with disadvantage until they leave her presence (no longer visible and at least 100 yards away— if she is in her castle, they must leave it to escape the effect) or eat something (no way of knowing this).
Legendary Actions
The Heart Queen can take 3 legendary actions +1 for each PC above 4, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Heart Queen regains spent legendary actions at the start of her turn.
- Move. The Heart Queen moves up to her speed without provoking opportunity attacks.
- Smite! The Heart Queen makes one rod of smiting attack.
- Charm. The Heart Queen uses charm.
- Children of the Garden. If available, The Heart Queen may use this action.
- Spell (Costs 2 Actions). The Heart Queen casts one spell.
For the Red Queen make the following changes to the standard sidhe stat-block:
Replace flowerbed with:
Add the Power Word additional action:
Replace Elfin Greatsword with Rod of Smiting:
Swap her INT and WIS scores and replace her spellcasting trait with an equivalent cleric spell list: