Dark Devotion. Celeste has advantage on saving throws against being charmed or frightened.
Dark One’s Own Luck (Recharges after a Short or Long Rest). When Celeste makes an ability check or saving throw, she can add a d10 to the roll. She can do this after the roll is made but before any of the roll’s effects occur.
Devil's Sight. Magical darkness doesn't impede Celeste's darkvision.
Fiendish Blessing. Celeste's AC includes her Charisma bonus.
Special Equipment. Celeste wields a +2 rod of the pact keeper, and she wields a flame tongue rapier (included in her stat block)
Spellcasting (Pact Magic). Celeste is a 19th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Celeste knows the following warlock spells:
Cantrips (at will): eldritch blast (pushes target 10 feet away), ray of frost, minor illusion, prestidigitation.
1st-5th level (4 5th level slots): burning hands, darkness, hold person, misty step, scorching ray, suggestion, blink, counterspell, dispel magic, fireball, fly, banishment, dimension door, fireshield, dream
1/day each: eyebite, finger of death, maddening darkness, true polymorph
Multiattack. Celeste makes three attacks with her bloodfire lash and flame tongue, in any combination. She can use eldritch blast four times or one of her other cantrips before or after making these attacks.
Bloodfire Lash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage, and the target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eldritch Blast (Cantrip). Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 10 (1d10 + 5) force damage, and pushes the target 10 feet away.
Flametongue Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 4) piercing damage plus 7 (2d6) fire damage.
Banishing Rebuke (Recharges after a Long Rest). When Celeste is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a hellish extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 11 (2d10) fire damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 17 Charisma saving throw, escaping the prison on a success and reappearing in the space it left or the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely.
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