Medium Humanoid, Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 105 (15d8 + 40)
Speed 30 ft., Teleportation through Apperation.
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
16 (+3)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws WIS +6
Skills Acrobatics +10, Deception +12, Performance +12, Stealth +12
Condition Immunities Charmed, Frightened
Senses Passive Perception 14
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Distain for the Lessors: Bellatrix has distain for all lifeforms that are not human and wield magic. As such, she has advantage on all attacks against anyone that does not meet that criteria. 

Aura of Insanity: Bellatrix teeters between insanity and violence on a regular basis. She can infect those around her with a fear of her insanity. Once per combat at any time she can force a DC 14 Charisma saving throw to all those within 30ft of her. Those who fail are feared and immobilized for 1 minute, as memories of her crimes fill their brains. They can repeat the saving throw at the end of each turn. 

Actions

All of Bellatrix's abilities aside from Slender Blade and Apperate are 4th level spells for ability and counter-spelling purposes.  Apperate can only be stopped by stopping her casting ability or placing her in an area that prohibits spells. It cannot be counter-spelled.

Accio: Move a small or tiny object into your hands. Maximum range of 500 ft, but the object will not arrive until the start of your next turn if it is more than 100 ft away. If the object is being held, the one holding it makes a DC 14 Strength throw or they lose it. If they succeed, the spell is nullified.

Petrificus Totalis: Cast a spell to paralyze a target. They must make a DC15 Constitution save or be paralyzed and fall prone for 1 minute. They can repeat the throw at the end of every turn.

 Crucio: Cause the target immense pain. DC15 Wisdom saving throw. On a failed save, the target takes 9 (2d6+3) Psychic damage. If they fail the roll by more than 5, they take and additional 5 (2d4+1) Psychic damage. Failing the roll by 10 or more also gives stuns them for 1 minute. They can repeat the saving throw at the end of each of their turns. 

Dark Laceration: Slash the air with a dark wind. Ranged Spell Attack, +7 to Hit, On Hit 10(1d12+4) Slashing damage. Upon hit, target makes a DC 13 Constitution saving throw. On a fail, they are now blinded until the end of their next turn. 

Apperate: Move quickly from one spot to the next through teleportation. Bellatrix can instantly travel to a space she has seen, can see or is intimately familiar with. This has a 100 mile range. 

Slender Blade: Melee Weapon Attack: +6 to Hit, reach 5ft., one target. Hit: 11 (2d10+1) Slashing damage. Target must also make a DC11 Constitution saving throw or be poisoned for 1 minute. 

Bonus Actions

Taunt: All fear the cutting words of Bellatrix. Hurling insults can have a variety of effects. Target makes a DC14 Wisdom saving throw or they have on of the effects below happen. Roll a d6 for results.

1-Anger clouds their eyes. Disadvantage on all ranged attacks.

2-Trip over themselves. Disadvantage on Dexterity checks.

3- Cannot move defensively or make tactical choices. Must attack at every opportunity.

4-Lose the ability to take the attack action for until the end of your next turn.

5-Attack nearest ally out of confusion, using their reaction to move up to their speed. If no target is near, nothing happens.

6- They become discouraged. Disadvantage on all ability checks and saving throws.

Reactions

Seasoned Killer. Bellatrix has seen that spell before. She can counter-spell all spells or magic that has a Verbal component with her reaction. 

Protego- Bellatrix protects herself in a pinch. She uses her reaction to half incoming damage aside from regular Blunt and Slashing damage. If that damage is coming from a magical source, it is still halved. 

Legendary Actions

Commune (1-3 Actions): Commune with the Dark Lord. Gain 1-3 Call for Backup Tokens. 

Lash Out (1 Action):  Bellatrix throws a Dark Laceration at a target that is behind her. 

Seasoned Killer (1 Action). Bellatrix has seen that spell before. She can counterspell an spell that has a somatic component. Doing this 3 times in a single turn puts her on the defensive and enrages and enlivens her. On her next turn, she deals critical damage for any attack she lands.  

Hostage (2 Actions) When in range of a Slender Blade attack, Bellatrix can instead go in for a grapple with advantage. While in the grapple, she can make a superficial wound for 5(2d4+1) Slashing damage. Anyone targeted by her Taunt makes the save with disadvantage until the grappled target is free.

Mythic Actions

 Avada Kedavra(1/day)- If the target has less than 100 Hit Points remaining, they must make a DC15 Dexterity saving throw or die. 

Call for Backup- Bellatrix has friends in low places. She generates 1 summoning token per turn. She gains these through certain conditions:

1. Her health drops below 50%. 

2.Her health drops below 25%

3. She takes 25% of her health in damage in one character turn. 

4.She takes 50% of her health in damage in one round. 

At each of these events, she can spend her tokens for the following benefits:

1 Token- 1 regular Death Eater apparates in to aid her at the start of the next round.

2 Tokens-Summon a high ranking Death Eater. They also aid her at the start of the next round. 

3 Tokens- Find a Dementor to come to your aid. Arrives at the start of the next round. 

6 Tokens Summon the Dark Lord. The ultimate evil spawns by Bellatrix in her time of need. He arrives at the end of the next turn and is able to take his Legendary Actions immediately. 

Description

Right hand of the Dark Lord, she exists and thrives in the shadows. If your playing with Mythic Actions, she has 17 AC, 210 Hit Points and her CR goes up to 11. 

TardisTitan63

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