Medium Humanoid (Human), Chaotic Evil
Armor Class 21 (+3 studded leather)
Hit Points 289 (34d8 + 136)
Speed 50 ft.
STR
16 (+3)
DEX
22 (+6)
CON
19 (+4)
INT
19 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +12, CON +10, WIS +8, CHA +12
Skills Acrobatics +18, Athletics +9, Insight +8, Perception +8, Stealth +18, Survival +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 18
Languages Common
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Cinder has advantage on saving throws against spells and other magical effects.

Resolute Smite (3/day). When Cinder deals damage with a weapon attack, she may deal an extra 29 (6d8) force damage and knock the target prone.

Inspiring Frontliner. When Cinder uses her Resolute Smite feature, she and creatures of her choice that are within 120 feet of her and can see or hear her gain 15 temporary hit points.

Actions

Multiattack. Cinder makes one Ignite the Future attack and one Striking Midnight attack, and she can use Frightful Presence or Incite Courage.

Ignite the Future. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) slashing damage plus 38 (7d10) radiant damage.

Striking Midnight. Ranged Weapon Attack: +12 to hit, range 120 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (2d10) radiant damage. Then, roll a d12. On a 12, a 9th-level dispel magic is cast on the target.

Frightful Presence. Each creature of Cinder's choice that is within 120 feet and aware of Cinder must succeed on a DC 20 Wisdom saving throw or become frightened of her for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Cinder's Frightful Presence for the next 24 hours.

Incite Courage. Cinder chooses up to four other creatures within 60 feet of her that can see her. Until the start of Cinder's next turn, each of those creatures makes attack rolls with advantage and can’t be frightened.

Bonus Actions

Mend the Wall. Up to 3 creatures Cinder can see within 60 feet of her regain 13 (3d8) hit points.

Legendary Actions

Cinder 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, or in the case of Rebuke the Nightmare, when she becomes the target of an attack or spell. Cinder regains spent legendary actions at the start of her turn.

Attack. Cinder makes one weapon attack.

On Your Feet (Costs 2 Actions). Cinder targets another creature she can see within 60 feet of her. That creature regains 30 hit points. If it is prone, it may stand up. If it is restrained, stunned, incapacitated, or paralyzed, those conditions end for that creature.

Rebuke the Nightmare. When she becomes the target of an attack or spell, Cinder makes one weapon attack against the triggering creature. On a hit, she gains resistance to any damage dealt by the triggering attack or spell.

Description

Cinder, now free from her contract, has resolved to turn her life around. As penance for those she has hurt in her quest for self-preservation, she has joined Durram's defenders and puts her life on the line to save her world.

Monster Tags: Human

Vortigern_ThriceKing

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