Medium Humanoid, Lawful Neutral
AC 25 (Natural Armor)    Initiative +15 (25)
HP 225 (15d8 + 158)
Speed 30 ft., Swim 30 ft., Fly 60 ft.
Mod Save
STR 30 +10 +25
DEX 20 +5 +20
CON 26 +8 +23
Mod Save
INT 19 +4 +19
WIS 24 +7 +22
CHA 30 +10 +25
Skills Arcana +14, Athletics +20, Deception +20, History +9, Insight +12, Intimidation +20, Investigation +9, Medicine +12, Perception +17, Performance +20, Persuasion +20, Stealth +10, Survival +12
Resistances Acid, Cold, Fire, Lightning, Poison, Damage from Spells
Senses Blindsight 300 ft., Darkvision 300 ft., Truesight 300 ft.; Passive Perception 32
Languages All, Telepathy 300 ft.
CR 15 (XP 13,000; PB +5)
Traits

Arcane Rest. Amber can complete Short Rests and Long Rests in 1 minute, during which time she retains consciousness. She still cannot complete Short Rests within 1 hour of each other or Long Rests within 8 hours of each other.

Aura of Protection. Amber has an Aura of Protection in a 30-foot Emanation around her. Each ally in her Aura of Protection gains a +10 bonus to all Saving Throws and is immune to possession and the Blinded, Charmed, Deafened, and Frightened conditions.

Chromatic Smites. At the start of Amber’s turn (including whenever she switches her form into Amber from Azure), she can imbue herself with a special version of Banishing Smite, Blinding Smite, Divine Smite, Searing Smite, Shining Smite, Staggering Smite, Thunderous Smite, or Wrathful Smite by expending a spell slot of any level that could cast that spell. If she does, the effects of that spell at that level are cast and applied to each attack that Amber hits with until the start of her next turn.

Dual Mind. Amber can concentrate on two spells at once, and her concentration can't be broken unless she chooses to stop concentrating on something. At the start of her turn, she can choose to change into Azure. For any features with the same name that both Amber and Azure have, those features share the same resource pool.

Freedom of Movement. Amber's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce her Speed nor cause her to have the Restrained condition. Additionally, Amber can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on her, and she can move through the space of other creatures, though she is shunted to the last space she occupied if she ends her turn inside another creature's space.

Magical Evasion. Amber has Advantage on saving throws against spells and other magical effects, and she has Resistance to the damage of spells and other magical effects. She, along with any spells or magical effects she creates, are immune to any effect that would disrupt or prevent the use of a spell or magical effect that she has created or is creating.

Magical Senses. Amber always knows whether it is morning, afternoon, evening, or nighttime, and knows which direction is magnetic north. She also can sense the presence of magical effects within 300 feet of her, see a faint aura around any visible creature or object that bears magic, and know that creature or object's school of magic, if any.

Legendary Resistance (Recharges after a Short or Long Rest). If Amber or another creature within her Aura of Protection would fail a saving throw, she can choose to have herself or that creature succeed instead.

Luck Manipulation. Amber has advantage on attack rolls and ability checks. Once per turn, Amber can reroll a die roll that she or another creature within her Aura of Protection made, or force a creature to reroll an attack roll that was made against her or another creature within her Aura of Protection.

Pocket Dimension. Amber has a pocket dimension that she can enter and exit at will during her turn. Any other willing creature can also enter the pocket dimension during their turn, as long as the creature is within 5 feet of Amber's space and Amber is also willing. Creatures inside the pocket dimension can complete Short Rests in only 1 minute, but still cannot complete Short Rests within 1 hour of each other. As a Utilize Action, a Bonus Action, or an object interaction, Amber can store an object she touches in her pocket dimension, or retrieve any object from the pocket dimension, causing it to appear in an unoccupied section of her space or an unoccupied space within 5 feet of her. If a creature would be forcibly moved in such a way that it would enter or pass through Amber's space, Amber can choose to have that creature enter the pocket dimension instead. Any creature can exit the pocket dimension by expending 5 feet of movement, appearing in an unoccupied space within 5 feet of the pocket dimension. While inside the pocket dimension, a creature has full cover from things outside the pocket dimension, but can see and hear as though it is occupying the space directly outside the pocket dimension. The pocket dimension moves with Amber, and Amber can move while inside the pocket dimension to also move the location of the pocket dimension on the plane outside. Since the pocket dimension's entrance is not a tangible thing, Amber can move in this way through any matter, though creatures cannot leave the pocket dimension without an unoccupied space to exit into.

Spellcasting. Amber's spellcasting ability is Charisma (spell save DC 30, +22 to hit with spell attacks). Amber can create spell slots at will of up to 5th level, though when she does so, she cannot create a spell slot of that level again until she completes a Short Rest. Amber has following spells prepared:

Cantrips (at will): booming blade, guidance, green-flame blade, light, mending, minor illusion, thaumaturgy

1st level: bane, bless, command, divine smite, searing smite, shield, silvery barbsthunderous smite, wrathful smite

2nd level: heat metalhold personmisty step, shining smitesilence, warding bond, zone of truth

3rd level: bestow curseblinding smitecounterspell, dispel magic, mass healing word, remove curse, revivify

4th level: backlash, banishment, doomtide, staggering smite

5th level: banishing smite, contagion, destructive wave, dominate person, steel wind strike, wall of force

Unstable Emanation. Amber always has the effects of three different spells affecting her, and any creatures she chooses within 300 feet of herself also gain the benefits of those spells. At the start of her turn, she must roll a d10 and replace one of her three currently active spells with the corresponding spell from the Unstable Spells table below. Only the passive effects of the spells are granted, not any effects that would trigger when the spell is cast or ends, and the spells don't end for any reason other than being replaced with another spell from the table.

d10 Unstable Spells
1 Protection from Evil and Good
2 Stoneskin
3 Simbul's Synostodweomer
4 Fizban's Platinum Shield
5 Conjure Minor Elementals
6 Aura of Vitality
7 Haste
8 Elminster's Elusion
9 Bless
10 Shield of Faith
Actions

Multiattack. Amber makes two Prismatic Greatsword attacks and can use Spellcasting to cast a spell with a casting time of 1 action.

Prismatic Greatsword. Melee Attack Roll: +22 to hit, reach 10 ft. one target. Hit: 31 (4d6 + 17) Slashing, Acid, Cold, Fire, Lightning, Poison, or Force damage. This attack scores a Critical Hit on a roll of 18-20 on the d20 and ignores any creature's damage resistances.

Bonus Actions

Lay On Hands. Amber touches one creature (which could be herself) and expends a spell slot. For each level of that spell slot, Amber restores 25 hit points to the creature and removes from that creature the Paralyzed condition, the Petrified condition, the Poisoned condition, the Stunned condition, 1 level of Exhaustion, a curse, a reduction to an ability score, or a reduction to that creature's Hit Point maximum.

Previous Versions

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DerpTh3Derp

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