Medium Undead (Human), Neutral Evil
Armor Class 17 (natural armor)
Hit Points 92 (15d8 + 15)
Speed 30 ft.
STR
23 (+6)
DEX
14 (+2)
CON
15 (+2)
INT
17 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +5, INT +6, WIS +6
Skills Acrobatics +11, Athletics +10, Insight +6, Perception +5
Damage Resistances Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight 60 ft., Passive Perception 18
Languages Common, Infernal
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

At will: detect magic, longstrider

3/day each: misty step

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

Spider Climb. Ahmara's unearthly binding to the world allows her to defy the laws of earth. She has the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving her hands free. Ahmara also gains a climbing speed equal to her walking speed.

Actions

Multiattack. Ahmara makes three attacks. Two claws attacks and one bite attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (2d6 + 2) slashing damage.

Shriek. (3/day) Magical Force Attack:  +7 to hit, reach 20 ft., cone. Hit: 7 (2d10 + 4) psychic damage. In savage frustration Ahmara let's out a guttural shriek from beyond the grave! All within a 20 ft. cone of Ahmara must make a Wisdom saving throw (DC 13) or be frightened.

Bonus Actions

Ghoulish Frenzy. In battle, Ahmara can throw herself into a vicious feeding frenzy. As a bonus action, she can make a special attack with her bite. If the attack hits, it deals its normal damage, and she gains temporary hit points (minimum of 1) equal to her Constitution modifier, and she can't use this trait again until she finishes a short or long rest.

Reactions

Ghastly Speed. At the cost of a reaction, Ahmara can move seemingly teleport up to 30 ft. to an unoccupied space.
Counter Claw. Ahmara rolls a d8 to add to her AC, countering any melee attack with her own clawed hands. This also grants advantage on grappling the target or using a bonus action to make a melee strike.

Mythic Actions

Resurrectionist. Ahmara's undying curse encompasses her entire being. Should pieces of her remain after the length of a long rest, she returns whole and regains all of her hit dice.

Description

Ahmara resembles something that used to be a human woman, now coated in grim and blood, emaciated and mummified, long limbs, and empty eye sockets. A savage mane of long black hair, flowing in the air as if a separate creature. She moves unnaturally speaking in hoarse groans and shrieks. Often seen with a tattered old child's doll.
Locals are informed to enact a curfew, barring all doors and windows and remaining silent until dawn. Especially those with children...
Some say she goes out at night seeking the child she lost long ago...

Monster Tags: Hagundead

Habitat: Swamp

BryaghBonesnapper

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