Medium Fiend, Lawful Evil
Armor Class 19 scale mail
Hit Points 145 (13d8 + 34)
Speed 30 ft., Fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
16 (+3)
INT
14 (+2)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws STR +7, CON +6, INT +5, CHA +6
Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Damage Resistances Cold, Fire, Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 14
Languages Abyssal, Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Fiendish Blessing. Amelie's AC includes her Charisma bonus.

Innate Spellcasting. Amelie's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

3/day each: hellish rebuke, hex, hold person

1/day: plane shift (self only)

Actions

Multiattack. Amelie makes two melee attacks or uses her Fire Ray twice.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 6 (2d6) fire damage.

Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 12 (4d6) fire damage.

Fiendish Charm. One humanoid that Amelie can see within 30 feet of her must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Amelie's spoken commands. If the target suffers any harm from Amelie or another creature or receives a suicidal command, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to Amelie's Fiendish Charm for the next 24 hours.

Description

Amelie was always a special one, even as a child. Even among other cambions, she was cruel, torturing any weaker than herself with a sadistic pleasure for it. It was only a matter of time until she found her way in Huora. The slave state of the continent was a perfect place for her to indulge her fantasy of torturing others for profit. She became such a good hunter of runaway slaves, she eventually set up her own mercenary group for it, the Flesh Wardens, taking up residence in Ogstadra to oversee the Auction House in her spare time.

Lair and Lair Actions

Amelie's penthouse in Ogstadra is her own little house of horrors. The devices of torment hanging from her walls have seen so much torture, either for information or her own pleasure, that they now seek out blood on their own.

On initiative count 20 (losing on ties), Amelie can use one of the following lair actions:

The Walls Hunger. The many chains dangling from the walls of Amelie's penthouse lash out at the nearest victim, hungry for blood. Any creatures besides Amelie that are within 10 feet of a wall must make a DC 15 Dexterity saving throw or be pulled toward the wall and restrained. Each turn they spend restrained by the chains, they take 6(1d6+3) slashing damage. A restrained creature may use their action to make a DC 15 Strength saving throw to break out of the restraints, or another creature may free them with the same check at advantage.

Lights Out. Amelie forces all light sources in her penthouse to go out, magical or otherwise. Should a creature be standing in the same room as Amelie when this effect goes off, they must make a DC 15 Wisdom saving throw or be frightened of her for 1 minute.

Habitat: Urban

GrimSolaris

Comments

Posts Quoted:
Reply
Clear All Quotes