Medium Humanoid (Human), Any Lawful Alignment
Armor Class 20 Studded leather, +2
Hit Points 178 (21d8 + 84)
Speed 30 ft.
STR
18 (+4)
DEX
22 (+6)
CON
18 (+4)
INT
18 (+4)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws DEX +11, WIS +10, CHA +10
Skills Acrobatics +11, Athletics +9, Deception +10, Insight +10, Intimidation +10, Perception +10, Persuasion +10
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Passive Perception 20
Languages Common
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Charming And Disarming. The battlemaiden has advantage on Charisma (Persuasion) and Charisma (Deception) checks.

Dancer Of Death. The battlemaiden can take the Dash or Disengage action as a bonus action on each of her turns. She gains 1 AC if an enemy is within 5 feet of her or 2 AC if three or more enemies are within 5 feet of her.

Innate Spellcasting. The battlemaiden's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: chill touch, message, mending, light, spare the dying, thaumaturgy
3/day each: charm person, command, disguise self, feather fall, jump, magic missile, silent image, sleep
1/day each: alter self, antagonize, blindness/deafness, blur, calm emotions, compulsion, confusion, counterspell, dimension door, dominate person, enemies abound, enthrall, far step, fast friends, freedom of movement, fly, haste, hold person, major image, misty step, sending, suggestion, tongues

Actions

Multiattack. The battlemaiden can use her Femme Parfaite. She then makes three attacks: two with her Battle Cane, +2 and one with her Stiletto Heel Kick.

Battle Cane, +2. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Stiletto Heel Kick. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage, and the target must succeed on a DC 19 Dexterity saving throw or be knocked prone.

Twinstrike Hand Crossbow, +2. Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage.

Femme Parfaite. Each creature of the battlemaiden's choice that are within 60 feet of the battlemaiden and can see her must succeed on a DC 18 Wisdom saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the battlemaiden's Femme Parfaite for the next 24 hours.

Bonus Actions

Elegant Vault. The battlemaiden can jump over any medium-sized or smaller creature within 5 feet of her. She does not use movement nor provoke attacks of opportunity while doing this.

Description

When the superpowers of the world want to spy on political threats, assassinate leaders of rival realms, or covertly eliminate scouting parties, they send a Battlemaiden.
   Cruel Experiments. Battlemaidens are typically orphan girls bred from early childhood to be the ultimate agents of espionage and combat. They grow up in secret dungeon-like facilities, undergo dozens of surgeries, and have dark and unnatural rituals performed on them. The girl-turned-weapon that emerges from this process is the perfect spy, the perfect assassin, and the perfect soldier.
   Images of Elegance. Battlemaidens radiate feminine elegance. They wear ornate dresses (with magically enhanced armor underneath) and stiletto heels (sharpened for deadlier kicks). They typically wear sunhats and always carry their signature weapon: the battle cane. Battle canes can look like normal canes, batons, or parasols. They are made from dense metal alloys, magically enhanced to be even deadlier in a fight.
   Magically Scarred. Battlemaidens are imbued with dark magics from the beginning of their lives. Their physiologies are altered permanently. They are stronger, faster, and tougher and their minds are sharpened to an iron will, making them immune to psychic effects. They are all powerful casters, but they do not study nor do they make pacts with patrons. No, a Battlemaiden casts the same way she walks and breathes, her lips and hands move to fire off spells as if performing basic bodily functions. However, unnaturally altering a human's body in this way has lasting negative effects. All Battlemaidens are infertile and most die of complications before they turn fifty. Some Battlemaidens even come to recognize the abuse they've suffered and rebel against their masters.
   Master Agents. Battlemaidens, above all else, are used for spying and assassinating. They are charismatic and charming, able to turn a room with a few words. Beyond that, they are also incredibly agile and flexible. With the ability to both infiltrate and ingratiate, Battlemaidens make highly effective agents.

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