Medium Elf , Sorcerer, Lawful Evil
Legendary Resistance (4/Day)
If Alice fails a saving throw, she can choose to succeed instead.
Magic Resistance
Alice has advantage on saving throws against spells and other magical effects.
Master Puppeteer
Alice can control up to 10 animated dolls or constructs at once. These can vary in size, abilities, and sentience (use Animate Objects or custom construct stats for her minions). Each doll acts on her initiative but can be given commands as a bonus action.
Soul Bind
twice per day, Alice can perform a ritual over 1 hour to bind a portion of a creature’s soul into a doll. This imbues the doll with the abilities or skills of the original creature. The creature must be dead or unconscious during the ritual. Dolls created in this way retain proficiency in any one skill, attack, or spell known by the original creature.
Unseen Strings (Recharge 5–6)
As an action, Alice can conjure invisible threads of arcane energy to control the movements of creatures. She targets up to 6 creatures within 60 feet, forcing them to make a DC 21 Dexterity (True Sight has Advantage) saving throw or become restrained for 10 minute. While restrained, Alice can force them to take a action on their turn as if they were puppets (DC 21 Strenght saving throw). A creature can make a DC 21 Strenght saving throw at the end of each of its turns, ending the effect on a success.
Arcane Ward
Alice is protected by an invisible shield of magical energy. She gains temporary hit points equal to her Intelligence modifier + her spellcasting level (8) at the start of each of her turns. These temporary hit points last until depleted or until she takes a long rest.
Doll’s Heart
If Alice is reduced to 0 hit points, she can transfer her consciousness into one of her controlled dolls within 300 feet of her. Her body is destroyed, but she animates the doll as her new form. This effect can occur twice per long rest. The doll takes on her stats, though it retains its original size and features. Destroying the doll severs her soul, rendering her unable to transfer again until after 1d10 days.
Multiattack
Alice can make two attacks with her Arcane Bolt or cast one spell and use her Strings or Mind Control as part of the same action.
Arcane Bolt.
Ranged Spell Attack: +12 to hit, range 120 ft., one target.
Hit: 36 (8d8) force damage.
Mind Control (Recharge 6)
Alice targets one humanoid she can see within 90 feet. The target must succeed on a DC 21 Charisma saving throw or fall under Alice's control for 1 minute. The target regards Alice as a trusted ally to be heeded and protected. The controlled creature isn't under Alice's direct command, but it takes her suggestions or orders as if they were its own decisions. Each time the target takes damage, it makes a new Charisma saving throw, ending the effect on a success.
Legendary Actions (3 per round):
Alice can take 3 legendary actions, choosing from the options below. Only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
Alice can use one of the following lair actions at initiative count 20 (losing ties)
Animate Dolls: Alice animates up to 5 additional dolls in her lair (as per the Animate Objects spell), which act immediately.
Arcane Surge:Alice amplifies her magical power, causing all her spell attacks and saving throw DCs to increase by +2 for 1 round.
Soul Web: Strings of arcane energy shoot out from her lair’s walls, attempting to grapple all creatures within 60 feet. Each creature must make a DC 19 Strength saving throw or become restrained for 1 minute. A restrained creature can use an action to make a DC 19 Strength check to free themselves.
Alice's magic warps the surrounding area within 10 km of her lair: