Medium or Small Construct, Neutral Evil
AC 19    Initiative +10 (20)
HP 181 (13d10 + 110)
Speed 30 ft.
Mod Save
STR 15 +2 +2
DEX 15 +2 +2
CON 17 +3 +7
Mod Save
INT 23 +6 +10
WIS 20 +5 +5
CHA 15 +2 +6
Skills Deception +14, Persuasion +14
Immunities Poison, Radiant; Charmed, Deafened, Frightened, Petrified, Poisoned
Senses Blindsight 60 ft.; Passive Perception 20
Languages Common, Telepathy 90 ft.
CR 10 (XP 5,900; PB +4)
Traits

Stored Energy. The amarax infiltrator is immune to Radiant damage. If the amarax infiltrator is hit with an attack that deals Fire, Lightning, or Radiant damage, it becomes Charged. For ten minutes, the amarax infiltrator lets off Dim Light in a 10-foot radius. If the amarax infiltrator is dealt Bludgeoning, Piercing, Slashing, or Force damage while Charged, each creature within 30 ft. must succeed a DC 18 DEX saving throw or take 3d8 Piercing damage and 3d8 Radiant damage, taking half damage on a successful save. After this, the amarax infiltrator is no longer Charged.

Actions

Multiattack. The amarax infiltrator makes five crystal blade attacks.

Crystal Blade. Melee Attack Roll: +9, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage and the target must succeed a DC 19 CON save or become Charmed. The target may repeat this saving throw at the end of each subsequent turn. If the target saves against this effect once, it becomes immune to this ability.

Spellcasting. The amarax infiltrator casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 to hit with spell attacks):

At Will: Invisibility, Disguise Self, Witch Bolt (level 2 version), Misty Step
1/Day Each: Geas, Alter Self (can only use the Change Appearance option)

Habitat: Urban

Radiant09

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