Medium Humanoid
Armor Class 17 Splint
Hit Points 110 (17d8 + 34)
Speed
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws CON +5, WIS +7, CHA +5
Damage Resistances Necrotic
Condition Immunities Frightened
Senses Passive Perception 17
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Grave Inquisitor. Alethe has advantage on Wisdom (Insight) checks made to determine whether a creature is lying, hiding guilt, or concealing corruption. She also has advantage on saving throws against being frightened.

Hatred of the Faithless. Once per turn, when Alethe hits a creature that is frightened, condemned by her Judgment of the Grave, or has openly broken an oath, she deals an extra 9 (2d8) radiant damage.

No Mercy for Corruption. A creature condemned by Alethe's Judgment of the Grave cannot regain hit points until the start of Alethe's next turn.

Actions

Multiattack. Alethe makes two Sickle attacks.

Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.

Judgment of the Grave. Alethe targets one creature she can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or be condemned for 1 minute. While condemned, the target cannot regain hit points, and Alethe's attacks against it trigger Hatred of the Faithless. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Summon Oathbroken Husband. Alethe summons the undead knight who was once her husband in an unoccupied space within 30 feet of her. The knight appears with 85 hit points and acts immediately after Alethe in the initiative order. It obeys her commands and remains for 1 minute, until it is reduced to 0 hit points, or until Alethe dies. Once Alethe uses this action, she cannot use it again until the next dawn.

Bonus Actions

Fury Against the Faithless. Alethe chooses one creature within 30 feet that can see or hear her. The target must succeed on a DC 15 Wisdom saving throw or be frightened of Alethe until the end of its next turn. If the target is condemned by Judgment of the Grave, it has disadvantage on the saving throw.

Reactions

Grave Rebuke. When a creature Alethe can see within 30 feet hits her with an attack, Alethe can force that creature to make a DC 15 Constitution saving throw. On a failed save, the creature takes 10 (3d6) necrotic damage and cannot regain hit points until the end of its next turn. On a successful save, it takes half as much damage and suffers no other effect.

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

Skill Proficiencies: Insight, Intimidation, Perception, Religion

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.

AndreMontbard

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