Medium Humanoid (Archfey, Fiend, Hobgoblin), Chaotic Good
Armor Class 24 Legendary Plate, Shield, Defensive Stance
Hit Points 647 (35d10 + 455)
Speed 60 ft., Climb 60 ft.
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
22 (+6)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +19, CON +19, INT +15, WIS +13, CHA +13
Skills Athletics +19, Deception +13, History +15, Intimidation +13, Perception +13
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Magical Attacks
Damage Immunities Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Darkvision 240 ft., Truesight 120 ft., Passive Perception 23
Languages Abyssal, Celestial, Common, Goblin, Infernal, Primordial, Sylvan
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Unbroken Fortitude. If Amber is reduced to 0 hit points but not killed outright, she drops to 1 hit point instead. She can use this feature 5 times per long rest.

Aura of Righteous War. Amber and any friendly creatures within 30 feet of her are inspired by her unyielding presence, gaining a +3 bonus to attack rolls and saving throws.

Martial Advantage. Once per turn, Amber can deal an extra 28 (8d6) damage to a creature she hits with a weapon attack if that creature is within 5 feet of one of her allies that isn't incapacitated.

Relentless Advance. Amber's walking speed cannot be reduced, and she ignores difficult terrain.

Sentinel. Creatures provoke opportunity attacks from Amber even if they take the Disengage action. When Amber hits a creature with an opportunity attack, its speed becomes 0 for the rest of the turn.

Action Surge (2/Short Rest). Once on her turn, Amber can take one additional action. When she does so, she can also use Arcane Charge, allowing her to teleport up to 30 feet to an unoccupied space she can see right before or after the additional action.

Spellcasting (Lvl 20 Eldritch Knight). Amber's spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). She knows the following wizard spells:

  • Cantrips (at will): Blade Ward, Light, Message, True Strike
  • 1st level (4 slots): Absorb Elements, Magic Missile, Protection from Evil and Good, Thunderwave
  • 2nd level (3 slots): Blur, Misty Step, Shatter
  • 3rd level (3 slots): Counterspell, Dispel Magic, Haste
  • 4th level (1 slot): Fire Shield
Actions

Multiattack. Amber makes four attacks with her Longsword of the Righteous War.

  • Longsword of the Righteous War. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 10) slashing damage, plus an additional 18 (4d8) thunder damage. The target is also sheathed in booming energy; if it willingly moves before the start of Amber's next turn, it immediately takes 27 (6d8) thunder damage, and the effect ends.
  • Rally the Devoted (Recharge 6). Amber raises her sword and calls for her elite guard. Two Hobgoblin Knights (or similar elite allies) magically appear in unoccupied spaces within 30 feet of Amber. They act on their own initiative count.
Bonus Actions

Aggressive. Amber can move up to her speed toward a hostile creature that she can see.

Second Wind (1/Short Rest). Amber regains 1d10 + 20 hit points.

War Magic. When Amber uses her action to cast a cantrip or a spell, she can make one Longsword attack as a bonus action.

Reactions

Parry. When another creature hits Amber with a melee attack, she can add 9 (her proficiency bonus) to her AC against that attack, potentially causing it to miss.

Sentinel. When a creature within 5 feet of Amber makes an attack against a target other than her (and that target is not incapacitated), she can make one Longsword attack against the attacking creature.

Legendary Actions

Epic Legendary Actions

Amber can take 3 legendary actions, choosing from the options below. She can only use one legendary action at a time and only at the end of another creature's turn. She regains spent legendary actions at the start of her turn.

Feywild Step (Costs 1 Action). Amber teleports up to 60 feet to an unoccupied space she can see, leaving a shower of blinding fey motes. Each creature within 10 feet of the space she left must succeed on a DC 23 Constitution saving throw or be blinded until the end of their next turn.

Blade of Two Realms (Costs 2 Actions). Amber imbues her longsword with the dual nature of her soul. For 1 minute, her longsword attacks deal an additional 18 (4d8) necrotic damage, and she regains hit points equal to half the necrotic damage dealt.

Demonic Rebuke (Costs 2 Actions). Amber's shadow extends and lashes out at one creature she can see within 60 feet. The target must make a DC 23 Wisdom saving throw, taking 33 (6d10) psychic damage and becoming frightened of her for 1 minute on a failed save, or half as much damage and no other effects on a successful one. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Chaotic Rift (Costs 3 Actions). Amber slams her sword into the ground, tearing a temporary rift to the chaotic planes. A 20-foot-radius sphere centered on a point she can see within 120 feet erupts with both brilliant fey light and searing abyssal flame. Each creature in the area must make a DC 23 Dexterity saving throw, taking 27 (5d10) radiant damage and 27 (5d10) fire damage on a failed save, or half as much on a successful one. The area becomes difficult terrain until the start of Amber's next turn.

 

SurgDexil

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