b'Maenad \n'b'  Medium   fey ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  110 (13d8 + 52)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  16 (+3)  CON:  19 (+4)  INT:  13 (+1)  WIS:  15 (+2)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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) \n'b' SPECIAL TRAITS \n'b'\n'b'  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. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The maenad uses Maenad Dance. Then the maenad attacks twice, once with its bite and once with its claws. \n'b'  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. \n'b'  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. \n'b'  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\xe2\x80\x99s 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\xe2\x80\x99s 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. \n'b'  Panacea (3/Day) . The maenad removes  poisoned  or one level of  exhaustion  from a creature it touches. \n'b'  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\xe2\x80\x99t under the maenad\xe2\x80\x99s control, it takes the maenad\xe2\x80\x99s 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\xe2\x80\x99s saving throw is successful, the target is immune to the maenad\xe2\x80\x99s  Weird  Charm for the next 24 hours. The maenad can have no more than one humanoid or beast  charmed  at a time.'