Medium Humanoid (Human), Lawful Evil
Armor Class 18 +1 Studded Leather
Hit Points 152 (23d8 + 46)
Speed
STR
10 (+0)
DEX
20 (+5)
CON
14 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws DEX +9, INT +8, WIS +7
Skills Deception +11, Insight +11, Perception +11, Sleight of Hand +9, Stealth +13
Condition Immunities Frightened
Gear Magistrate's dirk (her old badge of office, repurposed), +1 studded leather armor, 1 vial of alchemist's fire, thieves' tools, a sealed ledger worth more than most people's lives
Senses Passive Perception 17
Languages Common, Elvish, Thieves' Cant
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
Not in my house.  Celindra wins any ties to initiative within her lair.
Cunning action. Celindra can take the Dash, Disengage, or Hide action as a bonus action on each of her turns.
Evasion. When subjected to an effect allowing a Dexterity saving throw for half damage, Celindra takes no damage on a success and half on a failure.
Uncanny dodge. When an attacker she can see hits her, Celindra can use her reaction to halve that attack's damage.
Exploit opening. Celindra's sneak attack applies whenever she has advantage on the attack roll, or whenever an ally is within 5 feet of the target and Celindra doesn't have disadvantage. In addition, she can apply sneak attack damage against a target that is stunned, incapacitated, or blinded, even without an adjacent ally or advantage.
Can't pin her down. Moving out of a creature's reach does not provoke opportunity attacks from that creature if Celindra has dealt damage to it this turn.
Actions
Multiattack. Celindra makes two attacks with her Magistrate's Dirk and uses Hemorrhage once. Sneak attack damage applies to the first dirk attack that hits each turn.
Magistrate's dirk. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 1d4 + 5 piercing. The first hit each turn also deals 6d6 sneak attack damage.
Hemorrhage. Melee weapon attack: +9 to hit, reach 5 ft., one target. Hit: 2d6 + 5 piercing, and the target must make a DC 16 Constitution saving throw. On a failure, the target is bleeding — it takes 2d6 necrotic damage at the start of each of its turns until it or another creature uses an action to staunch the wound (DC 13 Medicine check), or until it receives any healing. A target already bleeding takes the damage but does not save again.
Throat cut (replaces full Multiattack, recharge 5–6). Melee weapon attack: +9 to hit, reach 5 ft., one creature that is surprised, stunned, incapacitated, or unaware of Celindra. Hit: 8d6 + 5 piercing damage plus 6d6 sneak attack damage, and the target must make a DC 16 Constitution saving throw or be reduced to 0 hit points. On a success, the target takes full damage and is bleeding (see Hemorrhage).
Alchemist's fire (1/day, bonus action to throw). Ranged throw, range 20 ft., one 5-ft. square. All creatures in the square make a DC 13 Dexterity saving throw or catch fire, taking 1d4 fire damage at the start of each turn. A burning creature or adjacent ally can use an action and a DC 10 Dexterity check to extinguish it.
Bonus Actions
Cunning action. Dash, Disengage, or Hide (see Traits). Celindra almost always uses this to Hide after attacking, setting up sneak attack on her next turn without needing an ally adjacent.
Reactions
Uncanny dodge. Halve one incoming attack's damage (see Traits).
Riposte. When a melee attack misses Celindra, she can make one Magistrate's Dirk attack against the attacker. Sneak attack does not apply to this attack.
Legendary Actions

Legendary actions (2/round, at end of another creature's turn).

Withdraw (1 action). Celindra moves up to half her speed. This movement does not provoke opportunity attacks.
Blind spot (1 action). Celindra takes the Hide action, even if she has no cover, as she uses misdirection and the chaos of combat to vanish from attention. She makes a Stealth check (typically +13) contested by each creature's Passive Perception.
Unnerve (1 action). One creature within 30 feet that can see or hear Celindra must make a DC 16 Wisdom saving throw or have disadvantage on its next attack roll or saving throw (Celindra's choice, declared when she uses this action).
Press the wound (2 actions). One bleeding creature within 5 feet takes 3d6 necrotic damage with no attack roll or save. This does not end the bleeding condition.
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

Round 1: Lair action locks exits. Throws alchemist's fire (bonus action) into the party's cluster. Full Multiattack against the nearest high-value target (healer, caster) — two dirk strikes plus Hemorrhage. Cunning Action: Hide.
Round 2+: Opens each turn from hiding (sneak attack guaranteed). Targets bleeding creatures with Hemorrhage to stack pressure. Uses Legendary Action: Unnerve on whoever looks most dangerous. Uses Legendary Action: Press the Wound on anyone bleeding and low on HP.
Below 50% HP: Begins working toward the trapdoor. Uses Withdraw legendary actions to reposition without opportunity attacks. If Throat Cut is available, uses it on the nearest incapacitated or stunned PC to clear a path before running.
Escape trigger: Below 40 HP or if both Veterans are dead — she takes the Dash action and drops through the trapdoor, sealing it behind her (DC 15 Athletics to follow immediately).

Lair and Lair Actions

Habitat: Urban

CaptainNorway

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