Hunter's Intellect. The Amaryl Puppet adds her Intelligence modifier to all of her saving throws. She also has advantage on all Intelligence checks. STR: d20+5; DEX: d20+17; CON: d20+10; INT: d20+16; WIS: d20+10; CHA: d20+3.
Veins of the Inferno. The Puppet can deal 3d6 [roll]3d6[/roll]damage to herself in order to deal and equal amount of damage to an enemy hit with one her rapier attacks.
Divine Pyre. When the Puppet falls unconscious, she can instead erupt into flame, restoring 10d12+50 10d12+50 hit points. Her speed doubles, and all of her attacks and spells deal an additional 2d8 fire damage.
Spellcasting. The Amaryl Puppet is a 8th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, primal savagery, produce flame
1st level (4 slots): burning hands, charm person, cure wounds, detect magic, faerie fire, healing word
2nd level (3 slots): augury, flaming sphere, healing spirit, pass without trace, scorching ray
3rd level (3 slots): call lightning, dispel magic, elemental weapon, plant growth, life transference
4th level (2 slots): aura of life, fire shield, locate creature, wall of fire
Pact Magic. The Amaryl Puppet is a 4th level pact magic caster as well. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). She has the following blood hunter spells prepared:
Revealed Arcana (1/day): blindness/deafness
Cantrips (at will): eldritch blast, booming blade, control flames, green-flame blade, create bonfire, fire bolt
2nd level (2 slots): hex, [Tooltip Not Found], witch bolt, mind spike, mirror image, misty step
Puppet. At the top of initative Amaryl Poe, a half-elven blood hunter/druid whose conscious dwells in the Amaryl Puppet, can roll a DC 19 Wisdom save (d20+4). On a success, she can take one action, bonus action, legendary action, or reaction for herself. On a natural 20, Amaryl can spend the whole round as herself.
Wildfire Bodied. When the Amaryl Puppet takes fire or necrotic damage, the thorned vines controlling her bloom. She takes no damage, and heals for twice as much.
Multiattack. The Amaryl Puppet makes 2 attacks with her rapier.
Rapier. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Attack: Hit: 16 (1d8 + 11) magical piercing damage and 14 (2d8+7) fire damage.
Winged Shelter. The Amaryl Puppet takes shelter under her wings. Her AC increases by 5 until the beginning of her next turn. She cannot take opportunity attacks. Any creature within 10 feet of the Amaryl puppet must make a DC 19 Dexterity save. On a failure, they take 3d8 fire damage, or half as much on a failed save.
Psychic Burn. When a creature the Amaryl Puppet can see deals damage to her, she can use her reaction to deal 10 (1d8+5) psychic damage to them.
Pyrophilic Recovery. When a creature the Amaryl Puppet can see within 30 feet of her regains hit points, she can use her reaction to gain an amount of temporary hit points of the same value.
The Amaryl Puppet can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aboleth regains spent legendary actions at the start of its turn.
Rapier. The Amaryl Puppet makes one attack with her Rapier.
Fire Bolt. The Amaryl Puppet casts fire bolt.
Firey Teleportation (Costs 3 Actions). The Puppet and up to 3 willing creatures within 15 feet of her teleport to a location she can see within 60 feet. All other creatures within that radius take 12 (3d8) fire damage.
Find Dreamer (Costs 4 Actions). The Amaryl Puppet casts dominate person as a druid spell on 1d4 targets.
Description
This is the body of Amaryl Poe, but there is so much wrong about it, that--in spite of everything, you almost pity her. Her arms are wrapped in thorned vines, the thorns drawing blood, and her eyes--gray, you remember--are filled by white flame. The bird spirit she used to summon to fight with her is not present, but made of the same white flame as her eyes, there are birdlike wings behind her back. She hovers, looking like a cut marionette. She limply holds her sword, alight with that brightness. In her hair, bloodied flower petals tangle and mat themselves in. A comfort.
Her body is bloodied, she is exhausted, and she looks up at you in an uncharacteristically expressionless way. Owlishly, she tilts her head at all of you. She does not speak--if she so much as opens her mouth, the fire burns harder and more, and she more bloodied petals emerge where a voice should.
Something has gone horribly wrong.
The flames grow brighter.
Roll initiative.
Lair and Lair Actions
The Amaryl Puppet is kept in a grove of torchbloom flowers. She looks ill, emotionless, and she is gazing into a round pool of water.
Lair Actions
On initiative count 20 (losing initiative ties), the Amaryl Puppet takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:
- Vines and other plants grow, making the land difficult to navigate. Until the next lair action, all ground is considered magical difficult terrain.
- The air fills with spores and pollen. All creatures in the area except for Amaryl must make a DC 15 Constitution save. If failed, their next action is taken as if they are effected by the [spell]confusion[spell].
- The torchblooms burst into flames. Any creature within 10 feet of them must make a DC 15 Dexterity save. On a failure, they take 8 (2d6) fire damage and are pushed 10 feet forward. On a success, they take half as much and are not pushed.
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