Medium Celestial, Chaotic Good
AC 30 (natural armor)    Initiative +7 (17)
HP 2000 (30d20 + 112)
Speed 40 ft.
Mod Save
STR 19 +4 +4
DEX 24 +7 +16
CON 20 +5 +5
Mod Save
INT 24 +7 +7
WIS 22 +6 +15
CHA 25 +7 +16
Skills Perception +11
Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft.; Passive Perception 30
Languages All, Telepathy 120 ft.
CR 30 (XP 155,000, or 155,000 in lair; PB +9)
Traits

Angelic Weapons. Ambur's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness. Ambur knows if She hears a lie. Has a Zone of Truth centered on Her at all times. 

Innate Spellcasting. Ambur's spellcasting ability is Wisdom (spell save DC 20). She can innately cast the following spells, requiring no material components, at will:

Mind Sliver, Tasha's Mind Whip, Mind Spike, Synaptic Static, Feeblemind, Suggestion, Command, Friends, Message, Charm Person, Phantasmal Force, Phantasmal Killer, Cause Fear, Enemies Abound, Fear, Dream, Mental Prison, Mirror Image, Major Image

 

Magic Resistance. Ambur has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Ambur makes three attacks per action.

Mace Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 100 (10D10)  blundgeoning damage.

Healing Touch (4/Day). Ambur touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Bonus Actions

Keen Sight. Advantage on Wisdom (Perception) checks that rely on Sight.

Evasion.  When subjected to an effect that allows Her to make a Dexterity saving throw to take only half damage, She instead takes no damage if She succeeds on the saving throw, and only half damage if She fails.

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

Psychic Can cast any Psychic based spell as a Bonus Action

Reactions

Uncanny dodge. When an attacker that She can see hits with an attack, She can use Her reaction to halve the attack’s damage against it.

Switch (Recharge 5-6)when She is hit by an attack she may teleport to switch places with another creature within 30 ft of it which is not the attacker. That creature is hit by the attack instead. 

 Psychic Scream  Ambur may Scream if hit or greatly annoyed. All creatures need to make a DC 17 Wisdom saving throw, on a failed save the creature takes 18 (6d6) psychic damage and are stunned until the end of their next turn. On a successful save they take half as much damage and aren't stunned.

 

 

Legendary Actions

Can take 3 legendary actions, choosing from the options below. .

Detect. Makes a Wisdom (Perception) check at Advantage.

Harmonious Chorus: Celestial voices fill the lair, healing allies within earshot for a small amount of hit points.  

Discordant Wail: A deafening shriek echoes through the lair, causing creatures to make a Constitution saving throw or be deafened for a short time. 

Sonic Blast: A focused blast of sound disrupts spellcasting, forcing spellcasters to make a concentration check to maintain their spells. 

Mythic Actions

Calm Emotions - Any being within a 2 mile radius will feel calm, content, and sleep very soundly and safely. (Save verses her CHA.)

Divine Intervention:
  • Can call upon a divine power, instantly healing an ally or summoning a celestial creature. 
     
  • Aura of Purity:
    The lair is infused with a holy aura, cleansing the area of harmful effects like poison or disease. 
     
  • Planar Shift:
    Can briefly shift a portion of the lair into a different plane of existence, briefly teleporting creatures within or creating difficult terrain. 

Description

Ambur is a demigoddess of Hospitality. She and her followers assist with taking care of those who cannot take care of themselves. She engages adventurers to assist those who ask for help in Her name while touching her holy symbol. Her chosen form is a middle aged dwarven female. 

She can manifest any food or drink option, as desired, in any quality. Her Lair is a Tavern which is able to travel through time and space to other dimensions. One can attempt to summon the Tavern when in great need, but it does not always appear. Chosen followers or adventurers may be given a Tavern Key, which can open the door to the tavern using any lock. When using the Key in the Tavern door, the user will end up at their assigned location. 

Ambur is a demigoddess by accident, rather than birth. A god fractured into a number of fragments. one of which was absorded into Ambur's body. 

 

Lair and Lair Actions

  • Blinding Light:
    A flash of radiant light erupts blinding all creatures in the lair until the start of their next turn. 
     
  • Sanctuary:
    The lair is bathed in a soft, holy light, granting advantage on saving throws against fear and charm effects .
     
  • Radiant Barrier:
    A shimmering barrier of radiant energy appears, slowing down enemies and damaging them if they attempt to pass through. 
     
  • Magical Darkness:
    The lair is filled with magical darkness, obscuring vision and making it difficult for enemies to navigate. 
  • Gravity Well:
    A point in the lair is affected by a localized gravity well, pulling creatures towards it. 
     
  • Levitation Field:
    An area of the lair becomes buoyant, allowing creatures to float and move with greater ease. 
     
  • Weight of the Heavens:
    Creatures within the lair find their movements slowed as if burdened by an immense weight. 
     
Kiralinn

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