Medium Humanoid, Lawful Good
AC 18 Natural armor + Solar Ward (unarmored)    Initiative +2 (12)
HP 150 (20d8)
Speed 30 ft., Teleport: 30 ft, 3/day (Sunstep) , Fly 40 ft. (levitation/flight)
Mod Save
STR 5 −3 −2
DEX 6 −2 +0
CON 12 +1 +10
Mod Save
INT 12 +1 +10
WIS 13 +1 +10
CHA 15 +2 +12
Skills Arcana +6, Insight +5, Perception +5, Persuasion +6
Resistances Cold, Fire, Radiant
Gear Solar focus staff, radiant sigils, ember-set circlet
Senses Darkvision 60 ft, Unknown Heat vision 60 ft (see Trait); Passive Perception 13
Languages Celestial, Common telepathic whispers (30 ft) while concentrating
CR 9 (XP 5,000; PB +4)
Traits

 

  • Solar Ward. While unarmored, Ambra has natural armor and a radiant barrier; she has resistance to fire, radiant, and cold damage.

  • Energy Siphon. When Ambra deals fire or radiant damage to a creature, she gains 3 temporary hit points (max 12). If she would take fire or radiant damage, she can reduce it by 3 (no action), then the ward fades until the start of her next turn.

  • Precognitive Glimmer. Advantage on initiative checks and on the first saving throw she makes each round.

  • Thermal Sight. Ambra has heat vision out to 60 ft; creatures that are invisible but give off heat are not invisible to her.

 

Actions

 

  • Multiattack. Ambra makes two attacks in any combination of Solar Lance and Searing Brand.

  • Solar Lance (Ranged Spell Attack). +8 to hit, range 120 ft., one target. Hit: 3d6 + 7 radiant. On a hit, Ambra may push the target 5 ft.

  • Searing Brand (Melee Weapon Attack). +6 to hit, reach 5 ft., one target. Hit: 2d8 + 2 fire plus 1d6 radiant. If Ambra teleported this turn, the target must succeed on a DC 18 CON save or has disadvantage on its next attack before the end of its next turn.

  • Gravity Flare (Recharge 5–6). A 15-ft-radius point within 60 ft erupts. Creatures make a DC 18 STR save, taking 3d8 force + 2d6 radiant on a failure (half on success); on a failure, they are pulled 10 ft toward the center and their speed is −10 ft until the end of Ambra’s next turn.

 

Bonus Actions

 

  • Sunstep (Teleport, 3/Day). Ambra teleports up to 30 ft to a space she can see and gains advantage on the next Solar Lance she makes before the end of her turn.

  • Radiant Overflow (1/Turn). Add +1d6 radiant to one damage roll this turn.

 

Reactions

 

  • Light Refraction. When a ranged attack hits Ambra, she adds +3 to AC against that attack (potentially causing it to miss).

  • Energy Inversion (1/round). When Ambra succeeds on a save against a spell that targets only her, the caster takes 1d6 radiant.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A sun-priestess and battlefield controller who bends heat and gravity. Ambra kites with radiant lances, teleports between angles, drags foes through flares, and shrugs off elemental assaults with a constantly drinking ward.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: AnyPlanar (Elemental Plane of Fire)Planar (Upper Planes)

Zackagawea

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