Medium Humanoid (Human), Neutral Evil
Armor Class 20
Hit Points 195 (26d8 + 78)
Speed 40 ft.
STR
18 (+4)
DEX
20 (+5)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +12, CON +10, WIS +9
Skills Acrobatics +12, Arcana +8, Deception +12, History +8, Intimidation +12, Religion +8, Sleight of Hand +12, Survival +9
Damage Immunities Fire
Senses Passive Perception 18
Languages Common
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Scorching Caress. Cinder is immune to fire damage and all of her attacks with Midnight deal an extra 18 (4d8) fire damage. The extra damage is already included in her attacks. Damage from spells cast with Cinder's Maiden Magic that isn't bludgeoning, piercing, or slashing damage is converted to fire damage.

Mark of Salem. Unless explicitly ordered otherwise, creatures with the Grimm Sense trait will ignore Cinder. Additionally, while Cinder isn't wearing armor, she adds her Charisma Modifier to her AC.

Grimm Arm. Cinder's left arm has 10 hit points, 15 AC, attacks against it have disadvantage, and it takes no damage from attacks that require a saving throw except for radiant damage, which it is vulnerable to. In that case, Cinder's result is the arm's result. At the end of each of Cinder's turns, the arm is returned to its max hit points, even if it was reduced to 0. If it is reduced to 0 hit points, the arm falls off, but regrows at the end of Cinder's next turn.

Legendary Resistance (3/day). If Cinder Fall fails a saving throw, she can choose to succeed instead.

Fall Maiden (Mythic Trait; Recharges after a Short or Long Rest). If Cinder is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, fire comes from her eyes as she manifests the power of the Fall Maiden and she regains 195 hit points. For the next hour, she can fly at will with a fly speed of 60 ft., unlocks her Maiden Magic feature, and has advantage on Constitution saving throws to maintain concentration on spells she casts with her Maiden Magic. The Fall Maiden is the only person who can open the Vault of Choice. If Cinder dies, the candidate for the next Fall Maiden follows this priority:

  1. The one in her last thoughts.
  2. The one who killed her.
  3. The one who she is looking at.
  4. A nearby ally.
  5. Someone on the team who killed her.

If the person who fits the top criteria isn't a young woman, then it goes to a random young woman in the world.

Maiden Magic. Cinder's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). Cinder knows the following spells, requiring no material components:

Actions

Multiattack. Cinder can make 3 attacks with Midnight. She can substitute one attack for grimm arm or for a cantrip if her Mythic trait is active and can shift Midnight for free once.

Midnight (+2 Scimitar). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage and 18 (4d8) fire damage.

Midnight (+2 Longbow). Melee Weapon Attack: +12 to hit, reach 150/600 ft., one target. Hit: 11 (1d8 + 7) piercing damage and 18 (4d8) fire damage.

Grimm Arm. Melee Natural Attack: +12 to hit, reach 30 ft., one target. Hit: 7 (1d4 + 5) piercing damage, 22 (4d10) necrotic damage, and the target is grappled (escape DC 20).

Bonus Actions

Shift. Cinder's weapon, Midnight, shifts between a longbow and two scimitars.

Summon Midnight. Cinder can use a bonus action to destroy and then reform Midnight into her hands.

Drain. While a creature is grappled through her Grimm Arm attack, Cinder can use her bonus action to force her grappled target to make a DC 20 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much on a success. Additionally, while she has a creature grappled in this way, she can make an Athletics check contested by the target to move her target up to 30 ft. to a space within 30 ft. of her. A creature that has been grappled must escape the grapple before it can move on its own power. This attack uses Cinder's Grimm Arm. If Cinder kills a creature with a Maiden trait using this attack, the power goes to her.

Legendary Actions

Cinder Fall can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Cinder Fall regains spent legendary actions at the start of her turn.

Attack. Cinder makes a weapon attack.

Move. Cinder moves up to her movement speed.

Mythic Actions

If Cinder's mythic trait is active, she can use the options below as legendary actions for 1 hour after using Fall Maiden.

Flurry. Cinder makes 2 weapon attacks.

Cast a Spell (Costs 2 Actions). Cinder casts a spell of 3rd level or lower.

Previous Versions

Name Date Modified Views Adds Version Actions
3/28/2021 2:16:45 AM
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4/5/2021 1:29:03 AM
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4/27/2022 3:44:30 AM
16
4
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Coming Soon
7/8/2023 7:56:01 PM
50
7
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Coming Soon
True_pein

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