Magic Resistance. Crimson has advantage on saving throws against spells and other magical effects.
Obscured Nature. Crimson's creature type and alignment cannot be discerned through spells or class features. Spells and effects that affect fiends treat her as a celestial.
Innate Spellcasting. Crimson's innate spellcasting ability is charisma (spell save DC 19, +11 to hit with spell attacks). Crimson can innately cast the following spells, requiring no material components:
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At will: charm person, command, detect thoughts
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3/day each: charm monster, fly, healing word, suggestion
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1/day each: dominate person, divine word, mass cure wounds
Multiattack. Crimson makes two attacks and can use dazzling presence.
Radiant blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 18 (4d8) radiant damage.
Stinger. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 8 (1d4+4) piercing damage plus 11 (2d10) poison damage, and the target must make a DC 16 constitution saving throw or be poisoned for 1 minute. While poisoned, the creature is charmed. The creature may repeat its saving throw at the end of each of its turns, ending the effect on a success.
Scintillating bolt. Ranged spell attack: +11 to hit, 120 ft, one target. Hit: 21 (4d8+5) radiant damage and the target must make a DC 20 charisma saving throw or be blinded until the end of its next turn.
Dazzling presence. Crimson unleashes a scintillating aura of light around herself in a 10 foot radius. Each creature must succeed on a DC 19 constitution saving throw or take 14 (4d6) radiant damage and is blinded until the start of Crimson's next turn.
Radiant Assault (once per long rest, 7th level spell). Crimson selects a point within 400 feet she can see and calls down an eruption of kaleidoscopic light in a 20 foot radius. Each creature in the area must make a DC 19 wisdom saving through or take 52 (15d6) radiant damage or it can either move or take an action on its next turn, but not both.
Radiant Halo (1/day). Crimson may target one creature she can see within 60 feet of her and gift it a halo of crimson light for 1 minute. The halo grants the creature resistance to radiant damage, immunity to being blinded, and temporary hit points equal to twice its charisma modifier.
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