| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 17 | +3 | +3 |
| CON | 14 | +2 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 14 | +2 | +2 |
| CHA | 22 | +6 | +11 |
Decaying Aura. Creatures of Amaranth's choice that end their turn within a 5ft. emanation from him must succeed a DC15 Constitution saving throw or take 24 (5d8) acid damage and become frightened. On a success, they take half damage.
Feywild Conduit. When a creature casts a spell within 30ft. of Amaranth, he rolls a D20. On a 1 or a 20, a random effect from the wild magic table is triggered around the creature.
Magic Resistance. Amaranth has advantage on saving throws against spells and other magical effects.
High Lord of the Fey. Fey cannot attack Amaranth. All fey that can see Amaranth must roll a Wisdom saving throw (DC20) or become charmed for 24 hours as in the spell dominate monster.
Eternal Weal. Amaranth has a +1d4 bonus to all saving throws when he has less than half of his hit points.
Wildborne. Amaranth is not affected by difficult terrain, and his allies receive the same effect.
Regeneration. Amaranth regenerates 10 hit points each turn. If he has recieved ice damage within the last round, this effect stops for 2 rounds.
Archfey Vitality (1/Day). When Amaranth reaches 0 hit points, he instead restores 20 hit points. Additionally, he drains each creature that he has charmed, taking an additional 10 hit points from each of them, at a maximum of 280. He also gains access to his Mythic Actions for 24 hours.
Multiattack. Amaranth can attack three times, only one of which can be Wild Magic Bolt, or can replace one of the attacks with a spell from his Spellcasting list.
Spellcasting. Amaranth casts one of the following spells, using Charisma as the spellcasting ability (spell save DC19):
At Will: hold person, detect magic, ray of sickness (level 3 version), burning hands (level 3 version), misty step
3/Day: spike growth, blight, cloudkill, fear
1/Day: Abi-Dalzim's horrid wilting, fire storm, dominate person
Dismissing Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d8+ 5) piercing damage. The creature must succeed a Wisdom saving throw or become effected by the spell Command: Flee for one turn.
Acid Bolt. Ranged Spell Attack: +11 to hit, range 20/50 ft., 1 target. Hit: 24 (4d8 + 6) acid damage. Decreases the creature's armor class by 1 until the start of their next turn.
Wild Magic Bolt (Recharge 5-6). Ranged Spell Attack: +11 to hit, 30/60ft., 3 targets. Hit: 42 (8d8 + 6) poison damage. Triggers a wild magic surge if the creature is downed or killed by this attack, or on a critical hit.
Fey Step (5/Day). Amaranth teleports to an unoccupied space he can see, and he creates a 5ft. radius of difficult terrain around himself.
Veil of the Archfey. Amaranth uses Silvery barbs.
Amaranth has 3 legendary actions. He can use a legendary action at any point during another creature's turn, but he can only use one legendary action during another creature's turn.
Wild Rebuke. Uses Wild Magic Bolt, if available. Once this action has been taken, it cannot be taken again until the start of Amaranth's next turn.
Beguiling Words. Uses charm person.
Fey Step. Amaranth uses Fey Step, or, if he doesn't have any uses left, misty step
If Amaranth's mythic trait is active, he can use the below actions as legendary actions for the next 24 hours.
Tide-Swayer. Amaranth triggers a wild magic surge around a creature of his choice that he can see.
Abundant Form. Restores 20 hit points and heal creatures of Amaranth's choice in an 8ft. emanation from him by 10 hit points. Gains resistance to the last damage type Amaranth recieved.
Description
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