Medium Humanoid (Human), Lawful Neutral
Armor Class 26 (+3 plate, +3 shield, dueling)
Hit Points 190 (20d10 + 80)
Speed 30 ft.
STR
19 (+4)
DEX
12 (+1)
CON
19 (+4)
INT
9 (-1)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws WIS +8, CHA +12
Skills Athletics +10, Insight +7, Intimidation +11, Perception +1, Religion +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Passive Perception 16
Languages Common, Draconic
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Aura of Courage. Emirith and all friendly creatures within 30ft of her cannot be frightened while Emirith Tross is conscious.

Aura of Protection. Emirith and all friendly creatures within 30ft of her gain a +5 on saving throws.

Divine Health. Emirith Tross is immune to disease.

Amulet of Health. Emirith Tross' Constitution Score becomes 19 while this amulet is active. However, while in an area of antimagic, or the magic of the amulet otherwise is suppressed, her Constitution score  becomes its natural score of 14. Her hit points are then reduced by 20.

Gauntlets of Ogre Power. Emirith Tross has prosthetic arms made out of Gauntlets of ogre power. They are enchanted, allowing full dexterity with those limbs. In addition, her Strength Score becomes 19. However, while in an area of antimagic, or the magic on the limbs otherwise disappear, she loses operation of those limbs and her strength score becomes its natural score of 16. She also is unable to utilize those limbs.

Boots of Power. Emirith Tross has prosthetic legs that allow her to make great leaps. With them, her jumping height and distance is doubled.

+3 Sentinel Shield. While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks.

Cleansing Touch (5/day). Emirith can use her action to end one spell on herself or on one willing creature that she touches. Emirith can use this ability 5 times per long rest.

Dread Lord (1/day). Once per long rest, as an action, Emirith can surround herself with a 30-ft. aura of gloom for 1 minute, reducing any bright light in the aura to dim light. Whenever an enemy that is frightened by her starts its turn in the aura, it takes 4d10 psychic damage. Creatures that rely on sight have disadvantage on attack rolls against creatures within the aura.

Spellcasting. Emirith Tross is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Emirith Tross has following Paladin spells prepared: 

1st level (4 slots): Bless,  Command, Compelled Duel, Cure Wounds,  Detect Evil and Good, Divine Favor (necrotic), Hellish Rebuke, Inflict Wounds, and Searing Smite.

2nd level (3 slots): Branding Smite,  Crown of Madness, Darkness, and Lesser Restoration.

3rd level (3 slots): Animate Dead,  Bestow Curse, Dispel Magic, and Revivify.

4th level (3 slots): Banishment,  Blight,  Confusion, and Locate Creature.

5th level (2 slots): Banishing Smite,  Contagion,  Destructive Wave,  Dominate Person.

Actions

Divine Sense (6/day). As an action, Emirith can, until the end of her next turn, sense anything affected by the hallow spell or know the location of any celestial, fiend, or undead within 60ft that is not behind total cover.

Lay on Hands (100 points). As an action, Emirith can touch a creature to restore any number of hit points remaining in the pool, or spend 5 point to either cure a disease or neutralize a poison affecting the creature.

Spellcasting. As an action, Emirith may cast a spell on her spell list. As a bonus action, she may cast one of the following spells: Compelled Duel, Divine Favor, Searing Smite, Branding Smite, and Banishing Smite.

Dread Lord Shadow Attack. While your aura of gloom from the Dread Lord feature is active, you can perform a melee spell attack with the shadows as a bonus action that deals 3d10 +5 necrotic damage.

Multiattack. Emirith Tross makes two attacks with her Longsword of Wounding.

Longsword of Wounding. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 1d8 + 11 slashing damage + 1d8 radiant damage. Once per turn, when Emirith hits a creature with an attack using this magic weapon, she can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time she's wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. 

Reactions

Sentinel. If Emirith hits a creature on an opportunity attack, that creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks even if they take the disengage action. When a creature within 5 ft. of her makes an attack against a target other than her, she can use her reaction to make a melee weapon attack against the attacking creature.

Reaction Spells. Hellish Rebuke.

Legendary Actions

Emirith Tross has 1 Legendary Action per round, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start her turn.

Reposotion (Costs 1 Action). Emirith's advanced tactical knowledge allows her to give expert advice on mid-combat disengagements and repositionings. All allies of Emirith Tross within 30ft of her can use their reaction to move up to their movement without provoking opportunity attacks. If they move in this way, they cannot end their movement more than 30ft away from Emirith.

Cleave Forth (Costs 1 Action). Emirith Tross makes a circular sweeping motion around her with their longsword. In doing this, she can make a single longsword attack against all enemies within 5ft of her. 

Description

Emirith Tross is the leader of Emirith's army, a mercenary group for hire. She has long red hair, plated armour, an enchanted longsword, and commands respect from all who follow her.

Family Manipulation. Emirith is manipulated by an ancient green dragon named Cielnawg, claiming that he has her brother Zephyr captured and that in continuing to serve him, her brother will be kept alive. 

Knights of the Glistening Coast Relationship. An x-member of the knights of the glistening coast, Emirith used to be known as the "Green Knight". After losing her limbs and breaker her oath to truth, she was stripped of her title. After leaving with her brother, she founded the mercenary company. She hates the organization.

Platinum Brotherhood Relationship. Having worked with the chromatic council, a group dedicated to worshiping chromatic dragons, Emirith has butted heads with the brotherhood an innumerable amount of times. While she does not hate them, she wont do them any favors.

Lair and Lair Actions

Lair Actions 

On initiative count 20 (losing initiative ties), Emirith Tross takes a lair action to cause one of the following effects; Emirith Tross can’t use the same effect two rounds in a row:

  • All of Emirith's allies in the lair regain their reactions.
  • All of Emirith's allies gain 2d10 temporary hit points.
  • All of Emirith's allies can take a crossbow attacks at a random enemy within range.

Previous Versions

Name Date Modified Views Adds Version Actions
12/13/2019 1:42:44 AM
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12/13/2019 2:47:44 AM
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SleepyGreenKnight

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