Among the Dead. At the start of her turn, if Amantir is within 60 feet of another undead creature, she regains 1d8 hitpoints.
Grave Aura. Creatures within 5 ft. of Amantir must make a DC 15 wisdom saving throw or take 1d4 + 2 cold damage at the start of their turn.
Multiattack. Because of her mastery of archery, Amantir can take two ranged attacks per turn.
Hallowed Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) slashing damage.
Spectral Bow. Ranged Weapon Attack: +10 to hit, range 120/300 ft., 1 target. Hit: 16 (2d8 + 8) piercing damage. This attack also casts Eldritch Blast on a successful hit. Hit: 9 (1d10 + 4) force damage.
Necrosis. If a creature within reach of Amantir deals damage to her, she can extend some necrotic energy back at them, dealing 2d6 + 5 necrotic damage. This can only be used 3 times per encounter.
Amantir can take 3 legendary actions, choosing from the options below. Only one legendary action can be taken at a time and only at the end of another creature's turn. Amantir regains spent legendary actions at the start of her turn.
Tactical Retreat (Costs 1 Action). Amantir switches places with another creature within 30 ft. She teleports to their location and teleports that creature to her former location.
Master-at-arms (Costs 2 Actions). Amantir imbues one friendly creature with a bonus 5 points to hit and an extra damage die on its next turn.
Resurrector (Costs 3 Actions). Amantir raises 1d4 zombies from the dead.
Description
Amantir is a fallen folk hero resurrected for unknown purposes. Her only mission is to destroy all that stand in the way of her killing the chimera that killed her.
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