18 (natural armor)
231 (22d8 + 132)
30 ft.
Int +12, Cha +14
Deception +14, Intimidation +14, Perception +11, Persuasion +14, Survival +11
necrotic; bludgeoning, piercing, and slashing from nonmagical weapons
poison
poisoned
darkvision 120 ft.
Abyssal, telepathy 120 ft.
23
Creatures within 20 feet of Envy that aren't fiends have disadvantage on saving throws, as well as on attack rolls against creatures other than Envy.
Envy's innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). She can innately cast the following spells, requiring no components • At will: friends, prestidigitation, vicious mockery (11th level) • 3/Day each: charm person, crown of madness, dancing lights, jump • 1/Day each: cloud of daggers (4th level), expeditious retreat, suggestion
If Envy fails a saving throw, it can choose to succeed instead.
Envy has advantage on saving throws against spells and other magical effects.
Envy's weapon attacks are magical.
Envy can assume the appearance of one her victims. She'll use her magical scimitar to cut off the face of a humanoid after it's killed. Envy can wear the face and remain in the form of that humanoid for 1 hour, or end the effect with a bonus action. All of her stats are the same and any equipment she is wearing or carrying is transformed with her. If she dies, she reverts to her faceless form.
Envy makes two melee attacks.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 22 (5d8) poison damage.
Envy chooses up to three creatures if can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or it takes 22 (5d8) psychic damage and must use its reaction to make a melee weapon attack against one creature of Envy's choice that she can see. Constructs and undead are immune to this effect.
Envy casts crown of madness.
Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 22 (5d8) poison damage.
Envy targets one creature she can see within 60 feet of her. If the target can see Envy, the target must succeed on a DC 19 Wisdom saving throw or become frightened of Envy until the end of her next turn. If a target makes a successful saving throw, they are immune to Envy's glare for the next 24 hours.