Medium Humanoid (Elf), Neutral Evil
Armor Class 16 (scale mail)
Hit Points 243 (13d8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws CON +5, WIS +7, CHA +8
Skills Insight +6, Perception +6, Religion +4, Stealth +5
Damage Resistances Psychic
Senses Darkvision 120 ft., Passive Perception 16
Languages Elvish, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Fey Ancestry. Amarantha has advantage on saving throws against being charmed, and magic can’t put Amarantha to sleep.

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

At will: dancing lights

1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. Amarantha is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). Amarantha has the following Sorcerer spells prepared:

Cantrips (at will): Blade Ward, chill touch, Fire Bolt, True Strike, Poison Spray

1st level (4 slots): Burning Hands, Shield, Mage Armor, ray of sickness

2nd level (3 slots): Crown of Madness, Hold Person, Shatter

3rd level (3 slots): Fear, dispel magicFireball

4th level (3 slots): Polymorph, Banishment

5th level (2 slots): Dominate Person, Cone of Cold

6th level (1 slot): Mass Suggestion

7th level (1 slot): Finger of Death

Actions

Multiattack. Amarantha makes two scourge attacks.

Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.

Summon Demon (1/Day). Amarantha attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, Amarantha takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Bonus Actions

Can target three creatures and roll a Wisdom check, DC of 13 to confuse them and give disadvantage to their attacks

Monster Tags: elf

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