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STR DEX CON INT WIS CHA Paralyzing Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
1 6 (+3) 1 6 (+3) 20 (+5) 27 (+8) 21 (+5) 24 (+7) one creature. Hit: 13 (3d6 + 3) slashing damage plus 1 0 (3d6)
cold damage, and the target m ust succeed on a DC 20 Consti
Saving Throws Con +1 2, Int +1 5 , Wis +1 2 tution saving throw or be paralyzed for l m i nute. The target
Skills Arcana +15, H istory +1 5, Insight +1 2, Perception +1 2 can repeat the savi ng throw at the end of each of its turns, end
Damage Resistances cold, lightn i n g ing the effect on itself on a success.
Damage Immunities necrotic, poison; bludgeo n i ng, piercing,
and slashing from nonmagical attacks Poison Breath (Recharge 5-6). I l l marrow exhales poisonous gas
Condition Immunities bli nded, charmed, deafened, exhaustion, in a 30-foot cone. Each creature i n that area m ust make a DC
frightened, paralyzed, petrified, poisoned, stu nned 20 Constitution saving th row. On a fai led save, a creature takes
Senses truesight 1 20 ft., passive perception 22 3 5 ( 1 0d6) poison damage and i s poisoned for l m i n ute. While
Languages Common, Draconic, Elvish poisoned i n this way, the creature can't regain hit points. On a
Challenge 22 (41 ,000 XP) successful save, the creature takes half as much damage and
isn't poisoned.
A h u manoid reduced to 0 hit points by this damage dies and
Legendary Resistance (3/Day). I f l l lma rrow fails a savi ng throw, rises at the start of I l l marrow's next turn as a zom bie (see its
she can choose to succeed i n stead. entry i n the Monster Manual). The zombie acts i m mediately
Magic Resistance. I l l marrow has advantage on saving th rows after l l l marrow i n the i n itiative count and is permanently u nder
against spells and other magical effects. her com mand, fo llowing her verbal orders.