Assassinate. During its first turn, the Countess has advantage on attack rolls against any creature that hasn't taken a turn. Any hit she scores against a surprised creature is a critical hit.
Evasion. If Lokexes 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.
Sneak Attack. Once per turn, the Countess deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Multiattack. The Countess makes two shortsword attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Step-Strike. Lokexes teleports up to 30ft and immediately takes a stab with advantage. (4 Round Recharge)
Greater Darkness Magical darkness spreads from a point you choose within range to fill a 30-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Description
Countess Lokexes is a powerful ruler, managing to keep Kumenland in order in the sea of chaos that is the nation of Kyokake
Lair and Lair Actions
Countess Lokexes' cramped keep rises ominously above the city of Kumenland, a dark place of infernal order.
Rites of the Infernal Below
On initiative count 20 (losing initiative ties), the caster can
take a lair action to cause one of the following magical effects;
the caster can't use the same effect two rounds in a row:
The spellcaster may cast Burning Hands at 1st / 3rd / 5th
level without burning a spell slot.
The spellcaster may summon either 8 / 16 / 24 lemures, 2
/ 4 / 6 imps, or 1 / 2 / 3 spined devils. This ability requires
Concentration. They act on initiative count 20 (losing
initiative ties), and must remain within 120 ft. of the
spellcaster.
The spellcaster draws strength from the blessings of their
patron, gaining 15 / 25 / 40 temporary hit points. If they
have the Fiendish Vigor invocation, they instead gain 25 /
40 / 60 temporary hit points.
The spellcaster may cast Darkness at 2nd / 4th / 6th level
filling up to a 15 / 25 / 40 foot radius sphere.
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