Devil's Sight. Magical darkness doesn't impede Cimrai's darkvision.
Fiery Weapons. Cimrai's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).
Innate Spellcasting. Cimrai's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components :
At will: Alter self, Detect Evil and Good, Fireball, Invisibility (self only), Wall of Fire
3/day each: Dominate Monster, Dispel Evil and Good, Finger of Death
Legendary Resistance (3/Day). If Cimari fails a saving throw, she can choose to succeed instead.
Magic Resistance. Cimari has advantage on saving throws against spells and other magical effects.
Regeneration. Cimrai regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Cimrai dies only if she starts her turn with 0 hit points and doesn't regenerate.
Multiattack. Cimari attacks twice with her whip and/or her golden dagger. She can substitute Horrid Touch for one of these attacks.
Whip. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit, 12 (2d4 + 8) slashing damage, plus 36 (8d8) fire damage.
Golden Dagger. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit, 12 (2d4 + 8) slashing damage, plus 36 (8d8) fire damage. Ranged Weapon Attack: +14 to hit, reach 30/150 ft., one target. Hit, 10 (2d4 + 6) piercing damage, plus 36 (8d8) fire damage.
Horrid Touch (Recharge 5-6). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 44 (8d10) necrotic damage, and the target is poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport. Cimari magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.
Charm. Singing a haunting melody, one humanoid Cimrai can see and hear within 60 feet of her must succeed on a DC 26 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Cimrai's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Cimrai's Charm for the next 24 hours.
Cimrai can have only 3 targets charmed at a time in this way for combat purposes. If she charms another after this, the effect on a previous target ends (her choice on which target). However, she can have any number of creatures previously charmed before battle by her as long as they remain out of combat, with the condition ending by Cimrai's own will or upon her death. However, she cannot call any of them into combat.
Draining Kiss. Cimrai kisses a creature charmed by her or a willing creature. The target must make a DC 26 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest and does not break her charm on the target. The target dies if this effect reduces its hit point maximum to 0.
Cimrai 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. Cimrai regains spent legendary actions at the start of her turn.
Immolating Gaze (Costs 2 Actions). Cimrai turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.
Teleport. Cimrai uses her Teleport action.
Restrain (Costs 3 actions). Using her whip, Cimrai can restrain any creature she can see within 20 feet of her. The creature can break free with a Strength or Dexterity saving throw (DC 15).
Description
Backstory
A little-known legend exists of a human woman who would constantly turn down marriage proposals from a suitor she desired for fear of becoming his property. One day, this woman was approached by a tall fiendish entity who offered her a deal: the power to never be property, but for the price of slaying the man she loved. The fiend gave her a golden dagger to do the deed and he left, leaving the woman torn between her two choices.
After thinking about it, she was eventually seduced by the deal and killed the man she loved. As his blood pooled, the woman's body changed to resemble the very fiend she had made the deal with.
The deal completed, she was offered a place to rule, but under the fiend's throne. Though she did this for a while, she eventually grew to realize the irony of her arrangement and slayed the fiend with the very dagger he had given her and took his throne and kingdom, becoming the ruler of a place known as The Dark Maze.
Description
Cimrai is the ruler of a space known as The Dark Maze. She is a tall, feminine devil with 8 main horns on her head (four in front and four smaller in back) and 8 smaller protrusions atop of her head as well that create a crown-like appearance. She has long, reddish purple hair down to her waist, purplish-grey skin, deep purple eyes with slit irises and yellow sclera, a long fiendish tail, and would be described as having a curvy body. She is adorned in various bits of golden jewelry all over. It is said she sings a haunting melody that make any who hear it bow to her every whim. Those under her sway are called "Cimspawn" (by her only).
Roleplaying Cimrai
Cimrai thinks herself a merciful mistress (and usually she is; she just knows it). However, she craves to be the center of attention whenever she is in the room. Anybody who even attempts to to draw attention away from her are met with instant irritation and ire.
Though an extremely formidable individual in battle, Cimrai is not big on directly fighting (or fighting at all). She would rather make her targets submit to her willingly (usually by a small show of power or persuasion), but does not have issues with persuading her targets in other ways, if necessary. All that submit are treated quite nicely, however. Even if a little roughly at times.
Personality traits. You know you love me, and if you don't...you will in time.
Ideals. Everybody should be infatuated with me. No exceptions.
Bonds. I love all of my Cimspawn no matter what. They are precious to me.
Flaws. I am the center of attention, but anybody who takes that away from me will suffer my wrath.
Lair and Lair Actions
On initiative count 20 (always losing to ties), a wave of magic fills Cimrai's lair. Every creature currently in the room with Cimrai must make a DC 20 Wisdom saving throw or become charmed on a failed save. If charmed in this way, the affected targets become non-combatants and do nothing (though they do not lose their initiative count). The target repeats the saving throw at the end of the target's turns, ending the effect on a successful save.
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