Sleight of Hand +19
Persuasion +18
Performance +27
Perception +16
Insight +25
Truesight (120ft)
Blindsight (120ft)
Passive Perception 26
Passive Insight 35
Innate Spellcasting. Demn'ya's spellcasting ability is Charisma (spell save DC 26, +18 to hit). She can innately cast the following spells, requiring no material components: (See Below)
Heat Metal, Acid Stream,
Weird,
Maddening Darkness,
Reality Break,
Modify Memory,
Gravity Sinkhole,
Haste,
Hypnotic Pattern, Hunger of Hadar
Armor of Agathys (lvl 5)
Legendary Resistance (5/day). When Demn'ya fails a saving throw, she can choose to succeed instead.
iron stomach. If Demn'ya would take acid or poison damage, she gets a positive benefit at random potion effect from the potions table. (PNG)
Puke & Rally. If Demn'ya would be reduced to 0 hit points, her current hit point total instead resets to 500 hit points, her use of Riposte recharges, and she regains any expended uses of Legendary Resistance. Additionally, Demn'ya can now use the options in the "Mythic Actions" section for 1 hour.
Multiattack. Demn'ya can make 3 attacks with her Quartzite Stitcher (+22 to hit, 1d8+13 piercing damage).
Spellcasting. Demn'ya is a 30th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks).
Dwarven Club. Demn'ya swings with her bottle in her off-hand (+19 to hit, 2d4+10 bludgeoning damage).
Splash Zone. Demn'ya can throw the content of her bottle in the face of her enemy. One creature within 10ft of her must make a DC13 Dexterity (Acrobatics) check. On a failure, the target suffers a -2 to their attack rolls and AC until the beginning of Demn'ya's next turn, as they become too preoccupied with the liquid in their eyes to properly attack or defend themselves. On a critical failure, the target is also blinded for the same duration, unless they use a bonus action to wipe the liquid from their eyes.
Opportunity Attack. Demn'ya can make an attack with her Stitcher if an enemy moves past or out of her vicinity.
Riposte. When a creature misses Demn'ya with a melee attack, she can make a single melee weapon attack against the creature. If she hits, she can add an extra 1d8 to the attack's damage roll. (Recharge on 4+ of a d6 rolled after the enemy's turn, and at the end of each of Demn'ya's turn if she failed).
Demn'ya can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Demn'ya regains spent legendary actions at the start of her turn.
Dwarven club. Demn'ya swings with her bottle in her off-hand (+19 to hit, 2d4 bludgeoning damage). On a critical hit, the target can only make one attack as part of their attack action, and can only make a reaction OR bonus action, not both. For this weapon a critical hit is an 18, 19, or 20.
Cure for my ailments (2 Actions). Demn'ya drinks the concoction from her bottle. Roll on the potion table and grant the effects of that potion. In addition, she regains health depending on the rarity of the effect (2d6 Common, 2d8+2 Uncommon, 3d10+4 Rare, 4d12+6 Very Rare, 6d12+10 Legendary).
forceful imbibe. Demn'ya attempts to grapple an enemy and force the contents of her bottle. If the grapple is successful, roll a d100 and apply the corresponding effect from the poison table.
Copper Feel (2 Actions). Demn'ya pulls out an old copper coin and pushes it into the flesh of someone within 5ft of her. This coin sinks into the skin of the creature, causing the target to make a DC18 Wisdom saving throw. On a failure, the target becomes overwhelmed with the feelings of invisible hands swarming over their body, touching, pinching, and groping them all over, any attack made by the target or concentration check for the purpose of maintaining a spell are all made at disadvantage. This effect lasts for an hour, and a saving throw to end the effect can be made after every minute.
Encore!! (3 Actions). Demn'ya recounts all the manoeuvres she's witnessed in the past 6 seconds and chooses to replicate one action herself at a target she can see within the same range limit.
On initiative count 20 (losing initiative ties), Demn'ya takes a lair action to cause one of the following effects.
Echoes of the past. Previously unseen people of all races and seeming walks of life appear in the room and start causing a scene. Two enemies are chosen at random every round for the purposes of the scenes & effects, and each effect lasts until the next Lair Action turn. Roll a d4 to determine what scene takes place:
1. The enemies must make a Wisdom saving throw (DC 19) or become restrained, as a multitude of people swarm over them and caress and grope at them incessantly. 2. The chosen enemies must make a DC17 Dexterity, or DC19 Constitution saving throw or be deafened as screams and song alike fill their ears. 3. Chosen enemies must make a DC18 Constitution saving throw or suffer Stupefied 3 (PF2E) as mysterious powders are blown into their faces. 4. The Chosen enemies must make a DC14 Constitution saving throw, or suffer Sickened 2 & Clumsy 2 (PF2E), as various alcohols are splashed and thrown in their direction, spat on their face and forced in their mouths. A critical failure also results in the poisoned condition.
bar fight. Unseen patrons blink into existence, a brawl erupting before your eyes between dozens. Three enemies, selected at random, are caught in the middle of this brawl and are targeted by these people (+12 to hit, 1d4 + 3 Bludgeoning damage).
A floating giant platform in the sky spanning 300ft in diameter, housing a massive temple 100ft tall and 150ft wide & 200ft long. Music and cheers can be heard throughout, even though no one can be seen enjoying life, playing instruments or singing songs. The inside of the temple looks more akin to a missive pub or tavern, complete with tables, a lit fireplace, a bar and hot food served for invisible guests.
A female form of tanned, almond skin with golden shimmering veins. One eye of pure white light and the other a black, inky void. Hair of darkest brown long, wavy and bouncing at her shoulder blades. A porcelain dress with golden trim and accents hugs her frame nicely, but doesn't cling to it, accentuating her shapely form from neck to ankle. A bottle or glass of something is always seen in at least one of her slender arms, one of which has an elegant tattoo of a rapier along her forearm. A dagger always sheathed on her hip. She wears basic sandals for mobility's sake. Typically standing between 6-8ft tall.