Medium Humanoid, Chaotic Evil
Armor Class 12 (15 with Mage Armor)
Hit Points 165 (17d8 + 35)
Speed 30 ft.
STR
13 (+1)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws WIS +7, CHA +10
Skills Perception +6
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft, Passive Perception 16
Languages Abyssal, Celestial, Common
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting.  Anri's innate spellcasting ability is Charisma. She can innately cast the following spells (spell save DC 17), requiring no material components: 
At will: beast sense, hunters mark, light, mage armor (self only), slow
1/day: dominate monster, true polymorph, power word stun

Spellcasting. Anri is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She regains her expended spell slots when she finishes a short or long rest. She knows the following warlock spells:
Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st-5th level (4 5th-level slots): Banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, shadow blade, suggestion, wall of fire

Labyrinth Recall. Anri can perfectly recall any path she has traveled.

Dark One's Own Luck (Recharges after a Short or Long Rest). When Anri makes an ability check or saving throw, she can add a d10 to the roll. She can do this after the roll is made but before any of the roll's effects occur.

Hurl Through Hell (Recharges after a Long Rest). When Anri hits a creature, she can make them travel through the lower planes. At the end of her next turn, the target returns to the space it previously occupied or nearest unoccupied space. If the target is not a fiend, it takes 50 (10d10) psychic damage as it reels from its horrific experience.

Actions

Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. 

Healing Hands (Recharges after a Long rest). Anri can touch a creature and cause it to regain 17 hit points.

Necrotic Shroud (Recharges after a Long Rest). Anri can unleash the divine energy within herself, causing her eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from her back. The instant she transforms, other creatures within 10 feet of her must each succeed on a DC 17 Charisma saving throw or be frightened until the end of her next turn. The transformation lasts for 1 minute. During it, once on each of her turns, she deals an extra 17 necrotic damage to one creature 

Dragon_King_360

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