Pack Tactics. Amelia has Advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition.
Spellcasting. Amelia is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following spells prepared:
Cantrips (at will): fire bolt, mending, eldritch blast, shocking grasp, sacred flame
3/day each: heat metal, fireball, scorching ray
1st level (5 slots): alarm, burning hands, bane, hellish rebuke
2nd level (4 slots): hold person, blur, shatter
3rd level (4 slots): call lightning, counterspell, mass healing word, lightning bolt
4th level (3 slots): conjure minor elementals, fire shield, summon elemental
5th level (2 slots): conjure elemental, immolation
6th level (1 slot): chain lightning
Multiattack. Amelia makes two attacks, using a spell or Bite in any combination. She can replace one attack with a Scratch attack.
Bite (Wolf or Hybrid Form Only). Melee Attack Roll: +8, reach 5 ft. Hit: 14 (2d8 + 5) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werewolf under the DM’s control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours.
Scratch. Melee Attack Roll: +8, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage and 8 (1d6 + 5) Fire damage.
Shape-Shift. Amelia shape-shifts into a Large wolf-humanoid hybrid or a Medium wolf, or returns to her true humanoid form. Her game statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying is transformed to fit the new form.
Lair and Lair Actions
On Initiative Count 20, the factory comes alive. Working down the list, the following happens in order.
Round 1: Large conveyor belts activate on the factory floor. Each round, while a creature is standing on a conveyor belt, they will always move 10 feet along the belt at the end of their turn. Every other round, the conveyor belts increase their speed by 10 feet, up to 40 feet.
Round 2: Buckets of sand start to move above the conveyor belts. Also, the furnaces along the conveyor belts start up. If a creature moves into or starts their turn inside a furnace, they will take 4d8 fire damage.
Round 3: A sand bucket dumps onto the conveyor belt, and does so again every other round after this. If a creature is below this bucket while it is dumping, they will take 4d12 bludgeoning damage and be restrained, taking 1d12 bludgeoning damage at the start of their consecutive turns. The only movement they can take is from the conveyor belt. Only another creature can remove them from the sand. Also, the glass press activates further down the belt. If a creature is underneath this every 3rd round, they take 6d12 bludgeoning damage at the start of the round.
Round 4: The factory is so loud that any spells with verbal components are drowned out and cannot be cast if the caster is on the 1st floor.
Round 5: The factory begins to fill with smoke. It starts from the furnaces and expands at a rate of 5 ft/round on the ground floor, blinding anyone inside the smoke if they do not have goggles.