Medium Humanoid, Typically Lawful Evil
Armor Class 19 (Plate) or 22(if wielding a shield)
Hit Points 240 (32d8 + 96)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws STR +10, CON +8, WIS +5
Senses Passive Perception 15
Languages Celestial, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Defensive Fighting Style. While Catalina Amberheart is wearing armor, she gains a +1 bonus to AC (included in AC).

Shield Expert. While wielding a shield, Catalina Amberheart gains an additional +1 bonus to her AC (included in AC).

Brave. Catalina Amberheart has advantage on saving throws against being frightened.

Cavalry Expertise. Catalina Amberheart has advantage on saving throws made to avoid falling off her mount. If she falls off her mount and descends no more than 10 feet, she can land on her feet if she's not incapacitated.

Lightning Whirl. As an action, you may spend one charge and spin the blade in a circle around you, causing lightning to appear out of the blade. All creatures with 5 feet of you must make a DC 20 Dexterity saving throw, taking 12d6 lightning damage on a failed save or half as much on a successful one.
Lightning Strike. As an action, you may spend one charge to call lightning down upon a creature you can see that is within 120 feet of you. That creature must make a DC 20 Dexterity saving throw, taking 12d10 lightning damage on a failed save or half as much on a successful one.
Improved Voltage. Whenever you hit a creature with a spell that deals lightning damage, you can use your bonus action and spend one charge to make the spell deal 4d8 additional lightning damage.
Fire Whirl. As an action, you may spend one charge and spin the blade in a circle around you, causing Fire to appear out of the blade. All creatures with 5 feet of you must make a DC 20 Dexterity saving throw, taking 12d6 Fire damage on a failed save or half as much on a successful one.
Fire Strike. As an action, you may spend one charge to call Fire down upon a creature you can see that is within 120 feet of you. That creature must make a DC 20 Dexterity saving throw, taking 12d10 Fire damage on a failed save or half as much on a successful one.
Improved Heat. Whenever you hit a creature with a spell that deals Fire damage, you can use your bonus action and spend one charge to make the spell deal 4d8 additional Fire damage.
This weapon regains 1d4 + 3 charges at dawn. If the sword runs out of charges, the user rolls a d20. If the roll is a 1 the sword vanish to never be seen again.
LightningFlame Slash. As a bonus action before you know weather the attack hits or misses, for each charge you spend your strike becomes empowered dealing 4d12 Fire damage and 4d12 Lightning damage, on a miss this damage combusts sending back half of it to a random creature within 120 feet of you.

Actions

Multiattack. Catalina Amberheart can use Imperious Challenge if she is not currently challenging a creature. She then makes two attacks.

Lightningflame Blade. Melee Weapon Attack: +10 to hit, reach S ft., one target. Hit: 43 (11d6 + 5) slashing damage, or 47 (12d6 + 5) slashing damage if used with two hands.

Railgun Rifle. Ranged Weapon Attack +7 to hit, ranged 100/400 ft., one target. Hit: 35 (6d10+2) force damage plus 5 (1d8) Fire damage, 5(1d8) Lightning damage.

Lightning Whirl. As an action, you may spend one charge and spin the blade in a circle around you, causing lightning to appear out of the blade. All creatures with 5 feet of you must make a DC 20 Dexterity saving throw, taking 12d6 lightning damage on a failed save or half as much on a successful one.
Lightning Strike. As an action, you may spend one charge to call lightning down upon a creature you can see that is within 120 feet of you. That creature must make a DC 20 Dexterity saving throw, taking 12d10 lightning damage on a failed save or half as much on a successful one.
Improved Voltage. Whenever you hit a creature with a spell that deals lightning damage, you can use your bonus action and spend one charge to make the spell deal 4d8 additional lightning damage.
Fire Whirl. As an action, you may spend one charge and spin the blade in a circle around you, causing Fire to appear out of the blade. All creatures with 5 feet of you must make a DC 20 Dexterity saving throw, taking 12d6 Fire damage on a failed save or half as much on a successful one.
Fire Strike. As an action, you may spend one charge to call Fire down upon a creature you can see that is within 120 feet of you. That creature must make a DC 20 Dexterity saving throw, taking 12d10 Fire damage on a failed save or half as much on a successful one.
Improved Heat. Whenever you hit a creature with a spell that deals Fire damage, you can use your bonus action and spend one charge to make the spell deal 4d8 additional Fire damage.
This weapon regains 1d4 + 3 charges at dawn. If the sword runs out of charges, the user rolls a d20. If the roll is a 1 the sword vanish to never be seen again.
LightningFlame Slash. As a bonus action before you know weather the attack hits or misses, for each charge you spend your strike becomes empowered dealing 4d12 Fire damage and 4d12 Lightning damage, on a miss this damage combusts sending back half of it to a random creature within 120 feet of you.

Issue Challenge. Catalina Amberheart targets one creature she can see within 60 feet of her and challenges the target to single combat. Until the challenge ends, Catalina Amberheart and the target have disadvantage on attack rolls against creatures other than each other. At the start of each of the target's turns, it can make a DC 16 Wisdom saving throw to ignore the effect on itself until the start of its next turn. The target automatically succeeds on the saving throw it it is more than 60 feet from Catalina Amberheart. The challenge ends if either the target or Catalina Amberheart is reduced to 0 hp. or Catalina Amberheart uses an action to formally dismiss the challenge. Catalina Amberheart cannot use this ability again until the challenge ends.

Bonus Actions

Fasten Shield. Catalina Amberheart dons or doffs her shield.

Reactions

Impervious Shield (While Wielding a Shield). When Catalina Amberheart would take damage from a ranged attack or an effect that required her to make a Dexterity saving throw, she instead takes no damage.

Strike True (While Wielding a Weapon in Two Hands). When Catalina Amberheart misses with a Longsword attack, she causes that attack to hit instead.

Trained Mount. When Catalina Amberheart hits a target with a melee attack while mounted, the mount can use its reaction to move up to 5 feet and make one melee attack against the same target.

Description

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Stargamer509

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