Large
Fiend
CR 10
Chaotic Evil
Cræmora Rossa
Crimson Sovereign
Cræmora Rossa is a regal, cruel presence: a towering, blood-streaked sovereign whose grin promises bargains that end in ruin. She commands embers and courtly malice alike, sweeping through war-torn halls on a wave of crimson flame while her laughing courtiers — lesser infernal echoes — tear at the victims' wills. Her arrival warps light into carmine veils; those who meet her eyes find themselves remembering lovelorn promises they never made.
Armour
17
charred carapace (natural armor)
Hit points
190
20d10+80
Speed
30ft
30 ft., fly 40 ft.
Challenge
10
5,900 XP
STR
18
+4
DEX
14
+2
CON
18
+4
INT
16
+3
WIS
14
+2
CHA
18
+4
Saving throws
STR +8, CON +8, CHA +8
Skills
Deception +11, Persuasion +11, Stealth +7
Resistances
fire; bludgeoning, piercing, and slashing from nonmagical attacks
Senses
darkvision 60 ft., passive Perception 12
Languages
Common, Infernal
Legendary Resistance (3/Day). If Cræmora fails a saving throw, she can choose to succeed instead.
Multiattack. The creature makes two Claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage and 7 (2d6) fire damage.
Crimson Lash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (3d6+4) slashing damage plus the target must succeed on a DC 16 Wisdom saving throw or be Frightened of Cræmora until the end of its next turn.
Infernal Brand (Recharge 5-6). Cræmora exhales a sickly crimson wave in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much on a successful one. Creatures that fail the save are also marked by smoldering sigils: they have disadvantage on Death saving throws and on any ability checks to recall names or oaths for 1 hour.
Courtly Command. Cræmora targets one creature she can see within 60 feet. The target must succeed on a DC 16 Charisma saving throw or be compelled to follow a simple verbal instruction (as the command spell, lasting 1 round). Creatures that succeed are immune to Courtly Command from Cræmora for 24 hours.
Emberstep. When a creature ends its turn within 5 feet of Cræmora, she can teleport up to 20 feet to an unoccupied space she can see and wreathe the space she vacated in hot ash; that space becomes difficult terrain until the end of her next turn.
The creature can take 3 legendary actions per round, choosing from the options below.
Sear. Cræmora makes one Claw attack.
Whispered Bargain. Cræmora targets one creature she can see within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or have disadvantage on its next attack roll as whispers of broken vows cloud its focus.
Royal Fire. Cræmora hurls a mote of concentrated ember at a point she can see within 60 feet. Each creature within 10 feet of that point must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much on a successful one.
Folktales say Cræmora Rossa grew from a dowry of promises sold in a drought year — a woman-shaped market of spite and lust for power who crawled from the spilled vows and took a throne among ash. She is rarely seen outside of blood-feuds and coronations gone wrong, summoned where civil oaths have been cast aside and kings favor cruel bargains. The cult known as the Sibyl of the Ninth Veil venerates her as both patron of doomed lovers and arbiter of insulted honors; their rites often leave a small town's marriage rolls blackened and empty. King Luvens of Martello (hereafter the Martellan Treatises) recorded an encounter with Cræmora after she tore through his wedding feast. Scholar Eno Hargrave of the Ember Collegium called her 'a contract made flesh' and theorized she uses the emotional weight of promises as fuel for her infernal powers. Bandits who attempt to bargain with her become the source of new legends — some say one can bargain for power with a scrap of vow, but the price is always a name traded for a memory. The haunted manor at Sanguine Gate is one known lair; it hosts a blood-red garden where statues weep and the air tastes of old wine and burnt paper.
Cræmora Rossa stands slightly taller than a human knight in plate, but her proportions are subtly wrong: elongated forearms, a crown of fused red glass and bone, and a trailing filigree of ember-silk that hangs from her shoulders like a damaged cape. Her skin is the tone of old parchment stained with rust; veins glow with ember-light beneath the surface. Her hair is long, threadlike, and braided with thin copper chains that snap with sparks when she laughs. Where her fingers end are long talons tipped with blackened silver — each tipped claw is inscrutable, as if bearing a name pricked into it. When she moves she leaves a faint shimmer of heat and stuck-smoke on the air; garments around her seem to darken and curl at the edges as if singed. Scale reference: she fills a wide doorway easily, nearly as broad as a man in full harness, and her head reaches a human's shoulder when she inclines to speak.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
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