Aura of Overwhelming Splendor. Amarantha radiates dazzling and mollifying magic. Each creature of Amarantha's choice that starts its turn within 5 feet of her must succeed on a DC 19 Wisdom saving throw or have the charmed condition until the start of its next turn. While charmed, the creature also has the incapacitated condition.
Cauldron Resurrection (Mythic Trait; Recharges after a Short or Long rest). When Amarantha is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she is bathed in the darkness and transforms. She regains 100 hit points and place a curse on any creature she sees. Any creature within 60 ft. of her must make a DC 16 Wisdom saving throw. On a failed save each creature becomes frightened for 1d4 rounds and takes 22 (5d8) psychic damage or half on a success.
Legendary Resistance (3/Day). If Amarantha fails a saving throw, she can choose to succeed instead.
Magic Resistance. Amarantha has advantage on saving throws against spells and other magical effects.
Multiattack. Amarantha makes two Fae Blade attacks. She can replace one of these attacks with Stunning Soliloquy if available.
Fae Blade. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) force damage.
Stunning Soliloquy (Recharge 5–6). Amarantha unleashes a string of magical words. Each creature of Amaratnha's choice within 30 feet of herself must succeed on a DC 19 Wisdom saving throw or have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Amarantha casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: detect magic, prestidigitation, chill touch, teleport
4/day each: cause fear, inflict wounds, ray of sickness
3/day each: spirit shroud, vampiric touch
2/day each: summon undead, harm, eyebite
1/day each: spirit of death, abi-dalzim’s horrid wilting, otiluke's resilient sphere
Amarantha can take up to three reactions per round but only one per turn.
Ridicule. When a creature misses Amarantha with an attack roll, she magically mocks the creature, dealing 5 (2d4) psychic damage to the attacker.
If Amarantha's mythic trait is active, she can use the options below as legendary actions for 1 hour after using Cauldron Resurrection. Amarantha can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature’s turn. Amarantha regains spent mythic actions at the start of her turn.
Fey Step (Costs 2 Actions). Constance recharges Fey Step and uses it.
Move. Constance moves up to her speed without evoking opportunity attack.
Spellcasting. Amarantha casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: detect magic, prestidigitation, chill touch
Description
High Lords
Ageless and inhuman, High Lords are the oldest creatures in Prythian, embodying the natural splendor and danger of the untamed wilderness. High Lords have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, High Lords frequently engage in deceptions and other complex games of wits against one another.