Lynx Creatlach

Infernal Machine Rebuild p. 54

Size
Medium
Type
undead (tiefling)
Alignment
lawful evil
AC
13 (leather armor)
Hit Points
136 (16d8+64)
Speed
walk 30 ft.
Saving Throws
Str +7, Con +7, Wis +6, Cha +7
Resistances
necrotic, psychic
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses
darkvision 60 ft.
Passive Perception
13
Languages
Common, Infernal
Challenge
5
STR
18
+4
DEX
14
+2
CON
18
+4
INT
13
+1
WIS
16
+3
CHA
18
+4

Traits

Special Equipment

Lynx's crystal eye is a magically shrunken crystal ball of true seeing. One of her teeth is a refashioned ring of mind shielding, while another has been magicked to place her under a permanent Nystul's magic aura spell, concealing the magic of these items and hiding her true nature from magic or features that can detect undead.

Aversion of Fire

If Lynx takes fire damage, she has disadvantage on attack rolls and ability checks until the end of her next turn.

Immutable Form

Lynx is immune to any spell or effect that would alter her form.

Lightning Absorption

Whenever Lynx is subjected to lightning damage, she takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance

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

Regeneration

Lynx regains 10 hit points at the start of her turn. If she takes fire or radiant damage, this trait doesn't function at the start of her next turn. Lynx's body is destroyed only if she starts her turn with 0 hit points and doesn't regenerate.

Turn Immunity

Lynx is immune to effects that turn undead.

Actions

Multiattack

Lynx makes two shortsword attacks.

Shortsword

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Other data

description

Out on Loan. ------ The powerful relics possessed by Lynx Creatlach and Sir Ursas (see the "Special Equipment" section of their stat blocks) have been granted to them by their diabolical masters, and are not meant to be claimed as treasure. If either agent is killed in the course of the adventure, their special equipment vanishes, returning to Bel or Zariel.

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