Flyby. Amber doesn’t provoke opportunity attacks when she flies out of an enemy’s reach.
Legendary Resistance (2/Day). If Amber fails a saving throw, she can choose to succeed instead.
Nebulous Thoughts. Magical attempts to read Amber’s mind or glean her thoughts fail automatically.
Unusual Nature. Amber doesn’t require air.
Multiattack. Amber makes one Weapon attack and one Magical attack.
Crystal Shard. Ranged Weapon Attack: +12 to hit, range 50/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 7 (2d6) radiant damage.
Crystal Photonic Beam (Recharge 5–6). Amber emmits a flashing beam of radiant energy that travels to a point Amber can see within 180 feet of herself, then blossoms into a 30-foot-radius sphere centered on that point. Each creature in the sphere must make a DC 19 Constitution saving throw, taking 55 (10d10) radiant damage on a failed save, or half as much damage on a successful one.
Spellcasting. Amber is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, Thorn Whip
1st level (4 slots): detect magic, Faerie Fire, shield, thunderwave
2nd level (3 slots): heat metal, moonbeam, spike growth, hold person
3rd level (3 slots): dispel magic, sleet storm, tidal wave, wind wall
4th level (3 slots): confusion, polymorph
5th level (3 slots): maelstrom, Transmute Rock
6th level (1 slot): bones of the earth, wall of thorns
7th level (1 slot): Fire Storm, reverse gravity
8th level (1 slot): feeblemind, Tsunami
9th level (1 slot): storm of vengeance
Amber can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Amber regains spent legendary actions at the start of its turn.
Sonic Scream. Amber casts [spel]Shatter[/spel]
Burst of Light (Costs 2 Actions). Amber emits magical light in a 30-foot-radius sphere centred on herself. Each creature in this area must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn.
Description
Amber is a twisted broken parody of all that makes powerful Fey beautiful. Encased in a crystal prison that prevents her form from mutating into a monstrous form she communicates with any intelligent being that enters her domain by causing the crystals in the walls to resonate at different pitches and frequencies creating a voice that sounds like multiple glasses being played at once.
Created by the Hag Coven on Badger 7 as part of their bargain with the Lich that had come to their planet Amber is a perfect example of how the fey will keep their word, while twisting everything for their own amusement. Wishing for a daughter, the Lich offered the Hags access to the source of power she had discovered in their Solar System in exchange for their help. So it was that they created Amber, using a shard of the Lich's soul as the base they wrought a child fair and powerful in her mother's image. True to that image they created her to turn into an abomination of undeath, a fate that should not be possible for a fey creature.
The lich doted on her daughter, and believed the Hags when they told her that her inevitable decline was due to the flawed nature of her own soul. As such she was willing to make a new bargain with the hags, that they would preserve her daughter until such time as a cure for her condition could be found. The Hags then used the child as the foci for the curse they cast upon the world of Badger 7, turning all the sentient species not in thrall to them into beasts.
Amber is crazed by loneliness, compelled by her fey nature to play with and torment anyone who enters her domain, and terrified of her crystal confines being shattered. Should she be released from her confinement she will have zero restraint and will do all she can to take as much of the world with her as she can.
Lair and Lair Actions
Amber’s Lair
Amber lairs in a maze of arcane crystal. This lair has the following effects on creatures:
Brilliant Light. A creature that is within the maze is blinded by its intense light unless the creature has protective gear to shield its eyes, such as goggles of night or a similar form of eyewear.
Refractive Incineration. Any creature that enters the maze or starts its turn inside it takes 132 (24d10) radiant damage.
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