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D&D 5E - The Rise of Tiamat

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zombie under Naergoth's control, unless the humanoid is

restored to life or its body is destroyed. Naergoth can have no

more than twelve zombies under his control at one time.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,

one target. Hit: 9 (ld8 + 5) slashing damage, or 10 (ldlO +

5) slashing damage if used with two hands, plus 10 (3d6)

necrotic damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600

ft., one target. Hit: 5 (ld8 + 1) piercing damage plus 10 (3d6)

necrotic damage.

N e r o n v a i n

Medium humanoid (elf), neutral evil

Armor Class 17

Hit Points 117 (18d8 + 36)

Speed 30 ft.

STR DEX CON INT WIS CHA

8 (-1) 17 (+3) 15 (+2) 16 (+3) 13 (+1) 18 (+4)

Saving Throws Constitution +6, W isdom +5

Skills Arcana +7, Perception +5

Damage Immunities poison

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Common, Draconic, Elvish, Infernal

Challenge 9 (5,000 XP)

Draconic Majesty. Neronvain adds his Charisma bonus to his

AC (included).

Fey Ancestry. Magic can't put Neronvain to sleep.

A c tio n s______________________________________

M ultiattack. Neronvain makes two attacks, either with his

shortsword or Eldritch Arrow.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,

one target. Hit: 6 (ld6 + 3) piercing damage plus 13 (3d8)

poison damage.

Eldritch Arrow. Ranged Spell Attack: +7 to hit, range 120

ft., one target. Hit: 11 (2d 10) force damage plus 9 (2d8)

poison damage.

R a t h M o d a r

Medium humanoid (human), lawful evil

Armor Class 13 (16 with mage armor)

Hit Points 71 (lld 8 + 22)

Speed 30 ft.

STR DEX CON INT WIS CHA

11 (+0) 16 (+3) 14 (+2) 18 (+4) 14 (+2) 10 (+0)

Saving Throws Int +7, Wis +5

Skills Arcana +7, Deception +3, Insight +5, Stealth +6

Senses passive Perception 12

Languages Common, Draconic, Infernal, Primordial, Thayan

Challenge 6 (2,300 XP)

Special Equipment. Rath has a staff o f fire and three scrolls:

dimension door, feather fall, and fireball.

Spellcasting. Rath is an llth-level spellcaster. His spellcasting

ability is Intelligence (spell save DC 15, +7 to hit with spell

attacks). He has the following wizard spells prepared:

Cantrips (at will): fire bolt, minor illusion, prestidigitation,

shocking grasp

1st level (4 slots): chromatic orb, color spray, mage armor,

magic missile

2nd level (3 slots): detect thoughts, mirror image,

phantasmal force

3rd level (3 slots): counterspell, fireball, major image

4th level (3 slots): confusion, greater invisibility

5th level (2 slots): mislead, seeming

6th level (1 slot): globe o f invulnerability

A c t io n s______________________________________

Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft.,

one target. Hit: 3 (ld6) bludgeoning damage, or 4 (ld8)

bludgeoning damage when used with two hands.

Re a c t io n s___________________________________

Illusory S elf (Recharges after a Short or Long Rest). When

a creature Rath can see makes an attack roll against him,

he can interpose an illusory duplicate between the attacker

and himself. The attack automatically misses Rath, then the

illusion dissipates.

Poisonous Cloud (2/Day). Poison gas fills a 20-foot-radius

sphere centered on a point Neronvain can see within 50 feet

o f him. The gas spreads around corners and remains until the

start of Neronvain's next turn. Each creature that starts its turn

in the gas must succeed on a DC 16 Constitution saving throw

or be poisoned for 1 minute. A creature can repeat the saving

throw at the end o f each o f its turns, ending the effect on itself

on a success.

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