Medium Humanoid (Elf), Any Alignment
Armor Class 14 (17 with mage armor)
Hit Points 210 (38d8 + 50)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws CON +7, WIS +6, CHA +9
Skills Arcana +4, Deception +7, Perception +7, Religion +4
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Senses Darkvision 60 ft., Passive Perception 20
Languages any two languages (usually Abyssal or Infernal)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.

Dark One’s Own Luck (Recharges after a Short or Long Rest). When Ara makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.

Innate Spellcasting. Ara's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 18), requiring no material components:

At will: alter self, false life, levitate (self only), mage armor (self only), silent image

1/day each: Incendiary Cloud, finger of death, Bones of the Earth

Spellcasting. Ara's is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp

1st–5th level (6 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire

Actions

Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage plus 23 (6d6) necrotic damage.

Reactions

Hellish Rebuke. As a reaction, Ara can cast the spell Hellish Rebuke when hit with an attack.

Silvery Barbs. As a reaction, when Ara is attacked she can force the attacker to re-roll and take the lower number, then granting herself advantage on her next attack roll, saving throw, or skill check. 

Legendary Actions

Ara can take 3 legendary actions. Choosing from the options below, these can be used at the end of a creature's turn. She regains all expended legendary actions at the begging of her turn. 

Cantrip.  Ara can cast a cantrip.

Mace. Ara can make an attack with her mace.

Flamming Step (2 Actions). A whirlwind of flames surrounds Ara as she teleports 30 feet to an unoccupied space she can see. Anyone within 5 feet of Ara must make a dexterity saving throw against her spell save DC or take 2d10 necrotic damage. Take no damage if you succeed the saving throw. 

Monster Tags: NPC

Habitat: ArcticDesertUnderdarkUrban

FatherofBev

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