Sei sulla pagina 1di 1

Restoring the Mark.

Though she takes great pleasure


LADY I LL M A R ROW A N D T H E B LO O D OF VO L
in fighting the dragons and elves who destroyed her
The Blood of Vol and Lady I l l marrow are both legacies of
ancestors, Lady Illmarrow has a more important goal: the l i ne of Vol, but they aren't one and the same. As far as
restoring her dragonmark and unlocking godlike pow­ the world knows, the l i ne of Vol was exterminated. Follow­
ers. The agents of the Emerald Claw who serve her fight ers of the Blood of Vol who have heard of Lady l l lmarrow
either for the good of Karrnath or for personal gain, believe that she's a cham pion of their faith, but they don't
but Illmarrow cares for nothing except increasing her wors h i p or serve her. And the powers of priests of the
necromantic knowledge and finding a way to restore her Blood ofVol don't come from Lady l l l marrow.
lost mark.

LADY lLLMARROW ACT I O N S


Medium undead, neutral evil Chill Touch (Cantrip). Ranged Spell Attack: + 1 5 to h it, range 1 20
ft., one creature. Hit: 1 8 (4d8) necrotic damage, and the target
Armor Class 1 9 (natural armor) can't regain h it poi nts until the start of I l l marrow's next turn.
Hit Points 1 99 (2l d 8 + 105) If the target i s u ndead, it also has d isadvantage on attack rol l s
Speed 30 ft., fly 40 ft. against l l l marrow u n t i l the e n d o f h e r next turn.

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.

Rejuvenation. I l l marrow's body turns to dust when she drops L EG E N DA RY ACT I O N S


to 0 hit points, and her equi pment is left behind. She gains
I l l marrow can take 3 legendary actions, choosing from the op­
a new body after l d l O days, rega i n i ng a l l her hit points and
tions below. Only one legendary action option can be used at
becoming active aga i n . The new body appears within two hun­
a time and only at the end of another creature's turn. Ill marrow
dred m i les of the location at which she was destroyed.
regai n s spent legendary actions at the start of her turn.
Spellcasting. l ll marrow is a 20th-level spel lcaster. Her Cantrip. Ill marrow casts a cantrip.
spellcasting abil ity i s I ntell igence (spell save DC 23, +1 5 to Paralyzing Claw. l l lmarrow uses her Paralyzing Claw.
hit with spell attacks). I l l marrow has the fol lowing wizard Frightening Presence (Costs 2 Actions). I l l marrow targets up
spells prepared: to three creatures she can see with i n 30 feet of her. Each
Cantrips (at will): chill touch (see "Actions" below) , .fire bolt, target must succeed on a DC 20 Wisdom saving th row or be
mage hand, prestidigitation, ray offrost frightened for l m i nute. A frightened target can repeat the
l st level (4 slots) : magic missile, shield, sleep savi ng throw at the end of each of its turns, ending the effect
2nd level (3 slots) : blur, detect thoughts, mirror image on itself on a success. I f a target's saving throw is successful
3 rd level (3 slots): animate dead, counterspell,fireball, jly, or the effect ends for it, the target is i m m u ne to I II marrow's
lightning bolt Frightening Presence for the next 24 hours.
4th level (3 slots) : blight, confusion, polymorph Poison Breath (Costs 3 Actions). l l lmarrow recharges her Poi­
5th level (3 slots): cloudkill, cone ofcold, hold monster, scrying son B reath and uses it.
6th level (2 slots): chain lightning, circle ofdeath, create undead
7th level (2 slots): finger of death,forcecage, prismatic spray
8th level (l s lot): incendiary cloud, maze
9th level (l slot): power word kill, time stop

C HAPTER 6 I FRI E N D S AND FOES


297

Potrebbero piacerti anche