Armor Class
19
Quenthel Baenre
Medium Humanoid · Neutral Evil
Hit Points
132 (24d8 + 24)
Speed
Walk 30 ft.
CR
22
Traits
Fey Ancestry
Quenthel has advantage on saving throws against being , and magic can't put Quenthel to sleep.
Sunlight Sensitivity
While in sunlight, Quenthel has disadvantage on attack rolls, as well as on Wisdom () checks that rely on sight.
Special Equipment
Quenthel wields a .
Actions
Multiattack
Quenthel makes three tentacle rod attacks.
Scourge
Melee Weapon Attack +5 to hit, reach 5 ft., one target. 5 () Piercing damage plus 17 () Poison damage.
Summon Demon (1/Day)
Quenthel attempts to magically summon a with a 30 chance of success. If the attempt fails, Quenthel takes 5 () Psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Tentacle Rod
Melee Weapon Attack +9 to hit, reach 5 ft., one target. 5 () Piercing damage. If she hits a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Throne Activation
While seated on her throne, Quenthel can use an action on her turn to cast (save DC 19). A target that fails its saving throw takes Force damage. If this damage reduces the target to 0 hit points, it is disintegrated.