Large Fiend (Demon), Chaotic Evil
Armor Class 18 Plate
Hit Points 190 (20d12 + 40)
Speed 40 ft., Climb 40 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +8, WIS +10, CHA +10
Skills Arcana +6, History +6, Insight +8, Religion +8
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Poisoned
Senses Truesight 60 ft, Passive Perception 14
Languages Celestial, Common, Infernal, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Great Sword of Decay. When Ambriel makes an attack with his great sword, he deals an additional 6d6 necrotic damage.

Corrupted Spellcasting. Ambriel possesses some of his spellcasting abilities from life, but his spells have been corrupted by the touch of Lolth. Any healing or damage dealt by his spells now deals necrotic damage instead.

Spellcasting. Ambriel is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC17, +9 to hit with spell attacks). Ambriel has the following Cleric spells prepared:
Cantrips (at will): Sacred Flame
1st level (4 slots): Cure Wounds, Healing Word
2nd level (3 slots): Hold Person, Prayer of Healing
3rd level (3 slots): Fireball, Bestow Curse
4th level (1 slot): Wall of Fire

Actions

Great sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6+3 slashing damage. 

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d6+3 piercing damage.

Necrotic Discharge (Recharge 5-6). Ambriel's spider mouth spits out necrotic spores in a 15 foot cone. Each creature in the cone must make a DC15 Dexterity saving throw, taking 8d8 Necrotic damage on a failed save, or half as much on a successful one.

Death Pulse (Recharge 5-6). Ambriel radiates death spores from his body, damaging everything around him. Creatures within 10 feet of Ambriel The Broken must make a DC15 Constitution saving throw, taking 6d8 necrotic damage on a failed save, or half as much on a successful one. 

Legendary Actions

Ambriel can take 3 legendary actions, 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. Ambriel regains one spent legendary action at the start of his turn.

Attack. Ambriel The Broken makes one great sword attack.

Death Pulse (costs 2 actions). Ambriel uses his Death Pulse ability.

Necrotic Discharge (costs 2 actions). Ambriel uses his Necrotic Discharge ability.

Powers of The Broken (costs 3 actions). Ambriel uses his newly infused necrotic powers to empower his next great sword attack with an additional 3d6 necrotic damage.

Description

After his capture, Ambriel was corrupted by Lolth and her disciples. Finally seeing futility, and harboring a wild, vengeful rage inside, Lolth dove deep into his being, corrupting him from his core. 

Emerging from the cloud of necrotic energy, Ambriel's body now seeps necrotic fog, and death's energy, but something even worse has become of him: 
He's been magically fused to the body of a large, cursed arachnid, and wields a massive great sword, capable of carving swathes of necrotic energy through his foes. 

His once holy and devout demeanor has now been corrupted, and he seeks only to spread death and vengeance on the waking worlds.

Nomad0311

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