necroyalty (
necroyalty) wrote2019-10-12 03:11 pm
5e Stat Block
Okay, so Ambrosine was originally created as a boss NPC. For the sake of reference, I'm posting her NPC stat block here, and good god, it's ridiculous.
Keep in mind that what spells she has prepared can change according to the situation, and she has a whole bunch of magic items that she technically has access to, but aren't here. But this should suffice as a vanilla stat block.
Medium undead, lawful neutral
Armor Class 19 (natural armor, robe of the archmagi, ring of protection)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
Keep in mind that what spells she has prepared can change according to the situation, and she has a whole bunch of magic items that she technically has access to, but aren't here. But this should suffice as a vanilla stat block.
So!
Medium undead, lawful neutral
Armor Class 19 (natural armor, robe of the archmagi, ring of protection)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
| 9 (-1) | 14 (+2) | 16 (+3) | 20 (+5) | 15 (+2) | 17 (+3) |
Saving Throws Con +10, Int +12, Wis +9
Skills Arcana +19, History +12, Insight +9, Perception +9, Persuasion +10, Religion +12
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Halfling, Goblin
Challenge 22 (41,000 XP)
Skills Arcana +19, History +12, Insight +9, Perception +9, Persuasion +10, Religion +12
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses truesight 120 ft., passive Perception 19
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Halfling, Goblin
Challenge 22 (41,000 XP)
Special Equipment. Ambrosine wears a gray robe of the archmagi and a ring of protection (both accounted for in her statistics).
Legendary Resistance (3/Day). If Ambrosine fails a saving throw, she can choose to succeed instead.
Rejuvenation. If she has her phylactery, Ambrosine gains a new body in 1d10 days when destroyed, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Ambrosine is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). She has the following wizard spells prepared:
Actions
Legendary Actions
Ambrosine can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ambrosine regains spent legendary actions at the start of her turn.
Cantrip. Ambrosine casts a cantrip.
Movement. Ambrosine moves up to her speed without provoking opportunity attacks.
Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of Ambrosine must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Frightening Gaze (Costs 2 Actions). Ambrosine fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Ambrosine's gaze for the next 24 hours.
Paralyzing Touch (Costs 2 Actions). Ambrosine uses her Paralyzing Touch.
Legendary Resistance (3/Day). If Ambrosine fails a saving throw, she can choose to succeed instead.
Rejuvenation. If she has her phylactery, Ambrosine gains a new body in 1d10 days when destroyed, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Ambrosine is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 22, +14 to hit with spell attacks). She has the following wizard spells prepared:
- Cantrips (at will): chill touch, prestidigitation, mending, toll the dead, mage hand, dress/undress
- 1st level (4 slots): charm person, magic missile, shield, Tasha's hideous laughter
- 2nd level (3 slots): blindness/deafness, Ambrosine's aging touch, enlarge/reduce, Melf's unicorn arrow
- 3rd level (3 slots): counterspell, dispel magic, fear, fireball
- 4th level (3 slots): blight, dimension door
- 5th level (3 slots): cloudkill, danse macabre
- 6th level (1 slot): chain lightning, eyebite
- 7th level (1 slot): crown of stars, finger of death
- 8th level (1 slot): dominate monster, feeblemind
- 9th level (1 slot): power word kill
Turn Resistance. Ambrosine has advantage on saving throws against any effect that turns undead.
Magic Resistance. While wearing her robe of the archmagi, Ambrosine has advantage on saving throws against spells and magical effects.
Magic Resistance. While wearing her robe of the archmagi, Ambrosine has advantage on saving throws against spells and magical effects.
Actions
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Command Undead. Ambrosine chooses one undead that she can see within 60 feet of her. That creature must make a DC 21 Charisma saving throw. If it succeeds, it becomes immune to this effect. If it fails, it becomes friendly to Ambrosine and obeys her commands until it is dismissed. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Command Undead. Ambrosine chooses one undead that she can see within 60 feet of her. That creature must make a DC 21 Charisma saving throw. If it succeeds, it becomes immune to this effect. If it fails, it becomes friendly to Ambrosine and obeys her commands until it is dismissed. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Legendary Actions
Ambrosine can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Ambrosine regains spent legendary actions at the start of her turn.
Cantrip. Ambrosine casts a cantrip.
Movement. Ambrosine moves up to her speed without provoking opportunity attacks.
Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of Ambrosine must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Frightening Gaze (Costs 2 Actions). Ambrosine fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Ambrosine's gaze for the next 24 hours.
Paralyzing Touch (Costs 2 Actions). Ambrosine uses her Paralyzing Touch.
