Planar Weapons. Amara’s attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) force, psychic, radiant, or necrotic damage, this ability can also be applied to a non-weapon damage dealing effect such as a spell or one of her touch abilities once on each of her turns.
Innate Spellcasting. Amara’s innate spellcasting ability is Charisma (spell save DC 27, spell attack +19). She can innately cast the following spells, requiring no components at all:
At will: alter self (can become Medium when changing her appearance), detect evil and good, invisibility (self only), suggestion, nondetection, dream, blight, soul cage, lesser restoration, dispel magic, counterspell, detect thoughts
3/day each: reality break, dispel evil and good, disintegrate, wall of force, dominate monster, maddening darkness, telekinesis, negative energy flood, raulothim’s psychic lance, modify memory, mass suggestion, raise dead, greater restoration, sunburst, dawn, sunbeam, destructive wave, time stop, time ravage, mirror image
1/day each: power word: kill, psychic scream, wish
Legendary Resistance (3/Day). If Amara fails a saving throw, she can choose to succeed instead.
Magic Resistance. Amara has advantage on saving throws against spells and other magical effects.
Regeneration. Amara regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Amara dies only if she starts her turn with 0 hit points and doesn’t regenerate.
Mistress Of The Mind. Amara’s power over the minds of mortals and immortals cannot be understated, psychic damage dealt by Amara bypasses the resistances of any creature, and turns immunity into resistance, Amara can also bypass a creatures immunity to the Charmed and Frightened conditions, although such creatures roll any saves that would force the Charmed condition on them at advantage, in addition, any source of psychic damage dealt by Amara can be nonlethal if she so chooses, and creatures that are reduced to zero hit-points by nonlethal psychic damage from Amara enter into an indefinite slumber in which they do not age or require food, air, or water, Amara can cause a creature she has put to sleep to wake up as normal as a bonus action, creatures that are unable to sleep, such as elves, can still be put to sleep by Amara, and creatures that otherwise do not dream such as kalashtar, can still be affected by Amara’s dream spell or any other effect of hers that would cause a creature to dream.
Black Blood. Creatures that make melee attacks against Amara with a weapon that does not have Reach and when Amara is also bloodied (below half hp), takes 4d10 necrotic damage every time they deal damage to her, this necrotic damage bypasses resistance and reduces the creatures hit-point maximum by 20, upon taking damage from the black blood a creature must make a DC 27 Constitution Saving Throw, on a fail the target is cursed and cannot regain hit-points until this effect is removed by magical means, such as by the remove curse spell, this also restores the target’s hit-point maximum.
Enrapture. Upon seeing Amara’s true form for the first time the creature must make a DC 27 Charisma Saving Throw or become Charmed by her, on each of their turns they must repeat the Saving Throw until they succeed once or fail 3 times in a row, if a target fails 3 times in a row the effect becomes permanent and can only be undone by magic such as the greater restoration or wish spells, dispel good and evil can also achieve this effect, attempting to undo the effects of enrapture using any means short of a Wish spell requires that the target succeed on a DC 27 Charisma saving throw or else the attempt to reverse the effects of enrapture fail.
Lady of Mirrors. Amara’s spells cannot be turned or reflected by effects such as the Tarrasque’s Reflective Hide or the turning effect of a Ring of Spell Turning, in addition, Amara and her spells or other magical effects are unaffected by antimagic and counter spell effects, her spells also bypass magic immunities.
Divine Being. Amara can’t be surprised and can’t be changed into another form against her will.
Multiattack. Amara attacks twice with her claws or any other weapon in her possession. She can substitute either of her attacks for a use of Sanguine or Rapturous Touch
Claws. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 6) slashing damage.
Sanguine Touch (Recharge 5–6). Amara touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be paralyzed for 1 minute. While paralyzed in this way, the target is also frightened and grappled. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rapturous Touch (Recharge 5–6). Amara touches one creature within 10 feet of her. The target must succeed on a DC 26 Wisdom saving throw or take 44 (8d10) psychic damage and be charmed for 1 minute. While charmed in this way, the target is also stunned and grappled. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, if the target fails 3 times in a row then the effects last until lifted with magic such as the greater restoration or wish spells, dispel good and evil can also achieve this effect.
Draining Kiss. Amara kisses a creature charmed by her or a willing creature. The target must make a DC 27 Constitution saving throw against this magic, taking 60 (10d10 + 10) psychic or necrotic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Teleport. Amara magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see, distance is increased to 300ft while in a place of dim light or darkness.
Bloody Mary. Amara can enter herself or any persons or objects she is either holding or grappling onto through any reflective surface of her choice within 10ft of her as a bonus action, entering the Plane of Mirrors, by the nature of the Plane of Mirrors, those transported into it generate an opposite, with exception to Amara herself, who does not have any reflections.
Reflect Spell. If Amara rolls anywhere from a 17 to a 20 for a save against a spell and the spell is 8th level or lower, the spell has no effect on her and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Amara 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. Amara regains spent legendary actions at the start of her turn.
Cast a Spell. Amara casts one spell from her “At Will“ list
Rebuke (Costs 2 Actions). Amara turns her magical gaze toward one creature she can see within 120 feet of her and commands it to suffer. The target must succeed on a DC 27 Wisdom saving throw or take 22 (4d10) psychic, force, necrotic, or radiant damage, if the target is a celestial, fiend, fey, elemental, aberration, or undead, they are forced to make DC 27 Charisma Saving Throw as well, or be banished to their home plane if they’re not already on it.
Teleport. Amara uses her Teleport action, but the distance she can teleport in this way is reduced by half.
Amara, when encountered using the artifact known as Epilogue, is far more deadly an opponent than without it, dropping her matronly persona and regressing to her warlike self, she gains these actions and abilities, and becomes a Mythic Encounter.
Terrifying Visage (with Epilogue). Amara’s armor class includes her Charisma modifier while wielding Epilogue.
Spear of the End (with Epilogue). Damage from the artifact known as Epilogue fully bypasses all resistances and immunities, furthermore, targets slain by the weapon cannot be brought back from the dead by any means unless the wielder of the weapon uses its action to free Epilogue’s grip over that creatures essence, neither the wish spell nor divine intervention can bring back a creature slain by Epilogue, Outsiders such as fiends and celestials do not return to their home-planes when killed by Epilogue, but are treated as having already been slain in their home planes, causing them to become Vestiges, this effect extends even to gods and their discorporation trait, as well as any other features of a similar nature, attacks made with Epilogue score a critical hit on a die roll of 17 or higher.
First Queen of the Erinyes (1/day, with Epilogue). Amara can succumb to an ancient and unending fury. While in this state she gains the following effects until the end of the current combat encounter, she gains expertise in athletics, and can make a third attack with her multiattack action, advantage on Strength checks and Strength saving throws, resistance to bludgeoning, piercing, and slashing damage, cannot heal or be healed and cannot go below 1 hp, but taking enough damage to outright kill her still does so, all attacks are considered reckless attacks, however, she cannot cast spells, her enrapture ability forces the Frightened condition instead of the Charmed condition, but otherwise remains the same.
Epilogue. Melee Weapon Attack: +22 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 15) force damage plus 36 (8d8) necrotic, force, psychic, or radiant damage, always deals maximum damage against creatures with a finite lifespan, targets hit by Epilogue cannot heal or be healed and any temporary hit points they may have are all transferred to the Epilogues wielder.
Eternal Awakening (Recharges after a Short or Long Rest). If Amara would be reduced to 0 hit points and die, her current hit point total instead resets to 400 hit points, she recharges her Sanguine and Rapturous Touch abilities, as well as her First Queen of the Erinyes ability, and she regains any expended uses of Legendary Resistance. After using this ability Amara is able to make an attack with Epilogue as a Legendary Action, award a party as though they have just fought two CR 30’s (310,000 XP total) for defeating Amara after her Eternal Awakening activates.
Description
Amara the Eternal, the original Archduchess of Malbolge, the 6th layer of Hell, in an age long since past, and the First Queen of the Erinyes, immensely beautiful, among the most beautiful Devils that ever existed, she stepped down from her position so long ago that most devils don’t even remember her name, predating a number of the Lords of the Nine, her power is markedly superior to most of the other Archdevils, similar to Baalzebul and Mephistopheles, both of whom once courted her.
Following the hunt for her ensuing from Glasya, Amara left the Hells and traveled to The Mansion of the Rake on the 487th layer of The Abyss, there, she cavorted with the demonic God of the Vampires, Kanchelsis, the nature of their interaction being hitherto unknown, some decades later she found her way into the Prime Material Realm under the guise of a Succubus named Mary, who accrued a terrifying reputation as Bloody Mary, in this form she appeared as a Medium sized pale noblewoman with beautiful white hair that came halfway down her back but was often tied into a regal bun, her powers are vast and dark, but her ability to manipulate time, mirrors, and death, were all particularly legendary, being able to instantly strike men and monsters alike dead with but a word, she could also transport herself over any distance or barrier by entering through and inhabiting mirrors and other sufficiently reflective surfaces, she is also rumored to have great psionic magics and power over dreams that are independent of the Weave
In her true form, she appeared as a Large 16 foot tall woman with either, 4 Huge fell wings, or two Large celestial wings dripping with blood, she wore black demonsilk robes called the Gown of the Eternal, which is actually the very first Piwafwi spun by Lolth herself as a gift, her skin was paper sheet white with small black cracks here and there, her blood was thick, black, and deadly to anything that made contact with it, strange as her veins were thin and found deep below the skin, in fact, significant damage would already have had to have been dealt to her body before she would bleed, her hair was luxurious and white as snow, reaching down to her knees, and iridescent white irises with solid black sclera, she has immense power over the Negative Energy Plane, and especially the Plane of Mirrors, of which she is the ruler, but these bizarre features did nothing to diminish the keen, fey, utterly alien raw beauty that she exuded, in her true form, words could cause a Planetar to fall to their knees and worship her as a god
In addition to the Gown of the Eternal, there is one other artifact associated with Amara, the Divine Bident known as Epilogue, said to be the very concept of The End made into a weapon capable of slaying anything, the weapon is heavily associated with the Plane of Mirrors and the Negative Energy Plane, and is believed to have power over fate itself, Amara wielded it ferociously both as the first warrior-queen of the erinyes, and in the elder times when she was still an archangel sworn to defending the multiverses against the threat of the Far Realm at the behest of the Netherese Goddess of All Magic, Mystryl.
The Epilogue is believed to have somehow been lost or hidden away by Amara, as she has not used or been seen with the cosmic polearm since time immemorial, although it still remains heavily associated with her.
Previous Versions
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