Legendary Resistance (1/Day). If Ambrose fails a saving throw, he can choose to succeed instead.
Resilient Mind. Ambrose has advantage on saving throws to avoid or end the Charmed and Frightened conditions.
Soul Recall (1/day). When inside Gravenstein Manor, Ambrose can summon 1d4 Skeletons or Zombies to appear in unoccupied locations within 30 feet of him for one minute. They act immediately after him in initiative order.
Multiattack. Ambrose makes two Necrotic Burst or two Scalpel of Woe attacks.
Scalpel of Woe. Melee Attack Roll: +6 to hit, range 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage and 8 (1d8 + 3) necrotic damage.
Necrotic Burst. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 120 ft. Hit: 16 (3d10) Necrotic damage.
Spellcasting. Ambrose casts one of the following spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks):
At will: Chill Touch, Detect Magic, Mage Armor (included above), Mage Hand, Prestidigitation, Poison Spray
3/day each: Animate Dead, Melf's Acid Arrow, Ray of Sickness
2/day each: Web, Mirror Image, Misty Step
1/day each: Cloudkill, Greater Invisibility
Counterspell (1/Day). Ambrose casts Counterspell in response to that spell’s trigger, using Intelligence as the spellcasting ability.
Shield (2/Day). Ambrose casts Shield in response to that spell’s trigger, using Intelligence as the spellcasting ability.
Ambrose can take 1 legendary action, 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. Ambrose regains spent legendary actions at the start of his turn.
Move. Ambrose moves up to his speed without provoking opportunity attacks.
Cantrip. Ambrose casts a cantrip.
Lair and Lair Actions
Lair Actions
While Ambrose is in Gravenstein Manor, he can take lair actions as long as he isn’t incapacitated.
On initiative count 20 (losing initiative ties), Ambrose can take one of the following lair action options, or forgo using any of them in that round:
- A cold draft flows through the mansion, filled with ghostly whispers. All creatures hostile to Ambrose within 30 feet must succeed on a DC 15 Wisdom saving throw or take 1d6 psychic damage and have disadvantage on their next attack or saving throw until the end of their next turn.
- A translucent hand emerges from the ground or walls and attempts to grab an enemy creature Ambrose can see and located in that same room. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15). While grappled, it takes 1d6 necrotic damage at the start of each of its turns.
- A thick mist spreads in a 20-foot-radius area centered on a point Ambrose can see and within 60 feet of him. This mist lasts until initiative 20 of the next turn. The area is considered heavily obscured to all creatures except Ambrose and creatures of his choice.
Comments