Medium Celestial, Neutral Evil
AC 17 (natural armor)    Initiative +8 (18)
HP 163 (25d8 + 50)
Speed 40 ft.
Mod Save
STR 13 +1 +1
DEX 16 +3 +8
CON 15 +2 +2
Mod Save
INT 18 +4 +9
WIS 15 +2 +2
CHA 24 +7 +12
Skills Insight +7, Intimidation +17, Perception +7, Performance +17, Persuasion +12
Resistances Bludgeoning, Piercing, and Slashing from Mundane Attacks
Immunities Charmed, Frightened
Senses Darkvision 60 ft., Truesight 30 ft.; Passive Perception 17
Languages Celestial, Common
CR 15 (XP 13,000; PB +5)
Traits

Legendary Resistance (3/Day). If Binah fails a saving throw, he can choose to succeed instead.

Aura of Eminence. Whenever a friendly creature within 10 feet of Binah must make a saving throw, the creature gains a +5 bonus to the saving throw.

Spellcasting. Binah casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 22):
At will: bane, bless, color spray, guidance, heroism, resistance
2/day each: aid, alter self, enhance ability
1/day each: aura of purity, haste, skill empowerment

Actions

Multiattack. Binah makes one Strike attack, then each of the Mama's Boys make one Baton attack.

Strike. Melee Attack Roll: +8, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.

Bonus Actions

Luxurious Inspiration (7/Day). Binah chooses a creature within 60 feet of him that can see or hear him. Once within the next hour, when that creature fails a D20 Test, the creature can roll 1d12 and add the number rolled to the total, potentially turning the failure into a success.

Reactions

Preternatural Feint. Trigger: Binah is hit by a melee attack roll. Response: Binah adds 3 to his AC against that attack, possibly causing it to miss.

Description

Binah, the Empress is the Major Arcana of luxury, femininity, and motherhood. He is one of the newest Arcana to ascend, only having done so earlier in the Age of Rediscovery, but he had been a Minor Arcana for many ages prior. Alongside several other Minor Arcana that had been cast to the wayside following the Apokalypse, he built his own empire selling only the finest of vices to those who sought them.

By the present day, Binah’s domain is thriving, as more and more Minor Arcana flock to the Cradle to drown their sorrows in sex and prayers. Now in the very lap of luxury, Binah remains surprisingly generous towards his employees — his “children” — making sure that they are well-nourished by prayer, and he is proud to know the names and stories of every Arcana that works at his clubs. Despite this, Binah has the tendency to be incredibly controlling, making sure that his children follow the precise path he’s laid out for them and getting quite upset when they push back.

Binah rarely resorts to physical force within his domain and rarely ventures outside of it. In the unlikely event that violence does break out, the Cradle is fiercely protected by the Mama’s Boys, an elite gang of bouncers, bodyguards, and enforcers completely loyal to their Empress. Most of the time, any altercations are caused by the mistreatment of one of Binah’s children, and the offenders are dealt with swiftly and harshly.

Lair and Lair Actions

When fighting inside his lair, Binah can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Binah takes a lair action to cause one of the following effects:

  • Confetti cannons descend from the ceiling to fire bursts of intense force. Each creature within a 20-foot cone centered on one of the four cannons must make a DC 16 Dexterity check. On a failed save, a creature takes 4d6 force damage and is pushed 10 feet backward. On a successful save, the creature takes half as much damage and isn't pushed.
  • Laser lights fill the room, flashing blindingly across the eyes of Binah's enemies. Each creature of Binah's choice within the lair must make a DC 16 Constitution saving throw or become blinded until initiative count 20 of the next round.
  • Binah lowers the quality of the floor in the room, the metal becoming rough and unpolished. A 30-foot square area of ground within Binah's lair becomes difficult terrain until initiative count 20 of the next round. 
  • Binah whistles for more of his guards to protect him. 1d6 mama's boys enter the room, each rolling their own initiative.

Binah can’t repeat an effect until they have all been used, and he can’t use the same effect two rounds in a row.

Just_a_Doggg

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