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Maenad

Medium fey, chaotic evil

Armor Class 13
Hit Points 110 (13d8 + 52)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 19 (+4) 13 (+1) 15 (+2) 19 (+4)

Saving Throws Dex +6, Con +6, Wis +6
Skills Deception +7, Intimidation +7, Perception +5, Persuasion +7
Senses darkvision 60 ft., passive Perception 15
Languages Common, Sylvan
Challenge 6 (2,300 XP)

SPECIAL TRAITS

  • Impassioned. A maenad is immune to the spell calm emotions. Magic Resistance. The maenad has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The maenad uses Maenad Dance. Then the maenad attacks twice, once with its bite and once with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) piercing damage, plus the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 21 (6d6) poison damage, or half on a successful save.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4+4) slashing damage, plus the target must make a DC 15 Constitution saving throw. On a failed save, the target takes 21(6d6) poison damage, or half on a successful save. Mad Feast (1/Day). The maenad conjures a supernatural feast. Creatures eating from this feast gain advantage on Strength and Constitution ability checks and saving throws, 1d8 temporary hit points, and advantage on saving throws against being frightened for 12 hours. Creatures affected also have disadvantage on Wisdom saving throws (except against being frightened), and find it more compelling to engage in debauchery, excess, and violence.
  • Maenad Dance. Each creature within a 60-foot radius of the maenad who can see the maenad must must succeed on a DC 15 Wisdom saving throw or be affected as the spell confusion with a duration of 1 minute. At the end of each of its turns, an affected target can make a new saving throw. If it succeeds, this effect ends for that target. A creature that successfully saves is immune to that maenad’s Maenad Dance for 24 hours. Creatures that are immune to being charmed are unaffected. Murderous Command. A creature within 30 feet the maenad can see must make a DC 15 Wisdom saving throw. On a failed save, on the affected creature’s next turn they must make an Attack using a melee weapon attack or unarmed strike against its nearest ally. The affected creature must use its movement to move closer to its ally if it is not within reach. The affected creature attacks to the best of its ability using its most effective melee attack but does not use features with a limited number of uses. Creatures that are immune to being charmed are unaffected.
  • Panacea (3/Day). The maenad removes poisoned or one level of exhaustion from a creature it touches.
  • Weird Charm (3/Day). The maenad targets one humanoid or beast that it can see within 30 feet of it. If the target can see the maenad, it must succeed on a DC 15 Wisdom saving throw or be magically charmed. The charmed creature regards the maenad as a trusted friend to be heeded and protected. Although the target isn’t under the maenad’s control, it takes the maenad’s requests or actions in the most favorable way it can. Each time the maenad or its allies 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 maenad dies, is on a different plane of existence from the target or ends the effect as a bonus action. If a target’s saving throw is successful, the target is immune to the maenad’s Weird Charm for the next 24 hours. The maenad can have no more than one humanoid or beast charmed at a time.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham