Aribeth De Tylmarande

Medium undead, neutral evil

Armor Class

17 (half plate armor)

Hit Points

120 (16d8 + 48)

Speed

walk 30 ft.

Skills

Perception +5, Religion +4

Damage Immunities

necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Condition Immunities

poisoned

Senses

darkvision 60 ft.

Languages

Common, Elvish, Infernal

Challenge

10

Sunlight Sensitivity

While in sunlight, Aribeth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Magic Resistance

Aribeth has advantage on saving throws against spells and other magical effects.

Regeneration

Aribeth regains 20 hit points at the start of her turn. If Aribeth takes radiant damage, this trait doesn't function at the start of Aribeth's next turn. Aribeth's body is destroyed only if she starts her turn with 0 hit points and doesn't regenerate.

Infernal Tracker

Aribeth knows the distance to and direction of any creature that has broken a pact with Mephistopheles, even if the creature and Aribeth are on different planes of existence.

Spellcasting

Aribeth is a 11th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Aribeth has the following paladin spells prepared: • 1st level (4 slots): command, searing smite, shield of faith • 2nd level (3 slots): aid, magic weapon • 3rd level (3 slots): dispel magic

Nightmare

Aribeth is accompanied by a nightmare. The nightmare allows Aribeth to use it as a mount.

Shadows

3 shadows hide within the saddle of Aribeth's nightmare. These shadows only come out if there is a creature within 30 feet that is at 0 hit points. When that happens, 1 shadow will emerge and attack the creature in order to make it fail a death saving throw. It continues to do so until the creature is dead.

Actions

Multiattack

Aribeth makes three longsword attacks or three attacks with her sword called Void.

Longsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 9 (3d6) necrotic damage.

Void

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 9 (3d6) necrotic damage. A creature reduced to 0 hit points from damage dealt by the sword Void dies and can't be revived by any means short of a wish spell.