Medium Humanoid (Tiefling), Lawful Evil
Armor Class 17 (The Envious Heart)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
STR
13 (+1)
DEX
20 (+5)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +8, CHA +7
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Immunities Fire
Condition Immunities Charmed, Frightened
Senses Passive Perception 13
Languages Thieves' cant plus any two languages
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (3/day).

Absorption (3/day). When Envy is subjected to a magical effect that allows him to make a saving throw to take only half damage, he instead takes no damage on a success, and only half as much damage on a failure.

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.

Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Spellbreak. While wearing this armor, acid, cold, fire, lightning, and thunder damage Envy takes from magical sources, as well as magical healing you receive, is reduced by 3.

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:

Cantrips (at will): green-flame blade

1st level (4 slots): longstridermagic missile

2nd level (3 slots): mirror imagemisty step

The Gift of Envy. Envy has access to all fighting styles of his opponents, and whenever a class feature is used, Envy can copy it (this includes; Action Surge, Divine Smite, Holy weapon, channel divinity, aura of protection/conquest, elemental gift, second wind, martial advantage(4d6), parry)

Actions

Multiattack. Envy makes three melee attacks, one of which can use Green-Flame Blade.

Blackthorn. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage.

Barbed Piercer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5). 
When Envy hits a creature with an attack roll with this weapon, He can choose to leave the blade inside the creature. The barbs extend, keeping the blade in place. At the end of the creature's turn, they take 13 (3d8) necrotic damage, and make a DC 10 Constitution saving throw, or gain a level of exhaustion. The impaled creature can use an action to attempt to remove the sword, they must make a DC 15 Strength check, removing the blade on a success.

Rapier. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 9(1d8+5)

Incite Envy (Recharge 5-6). Envy chooses one creature within 30 ft. That creature must make a Wisdom saving throw. On a failed save the creature regards all others as hostile as it becomes jealous of other's belongings.

Bonus Actions

Duelist’s blade. As a bonus action, Envy can cast compelled duel. If he identifies the target by name, it has disadvantage on the save.

Reactions

Uncanny Riposte.  When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Envy then makes one Rapier attack with Blackthorn with advantage.

Heart of Hell (2/day). Envy can cast hellish rebuke (save DC 15) as a 3rd-level spell.

Legendary Actions

Envy has 3 Legendary Actions.

Disengage (1 action). Envy moves up to his movement speed without provoking opportunity attacks.

Attack (1 action). Envy makes one melee attack with Green-flame blade.

Spell (1 action). Envy casts a spell.

Incite Envy (1 action). Envy uses Incite greed if able.

 

 

Lair and Lair Actions

At the beginning of each round Envy chooses one lair action to take effect. The same Lair action cannot be used twice in a row.

Smoke and Mirrors. The room fills up with smoke, lightly obscuring the area. For the round envy is under the effect of the mirror image spell as smoky illusions surround him.

The Depths of Hell. One target Envy can see must succeed a DC 12 charisma save or be banished to the first level of hell, Limbo. On their turn, they can use their action to make a contested charisma check against Envy, on a success they return. The creature is banished for the rest of the round, and if they remain in hell for the full duration, they return with one level of exhaustion.

Bestow Envy. Envy casts crown of madness DC 18. The spell's duration only lasts until the end of the round.

Monster Tags: NPC

Habitat: Urban

laputiancitizen

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