cash speed. spend a platinum to take an extra wagon
money or your life. spend gold to avoid damage - 1 gold per hitpoint of damage ignored
summon money. summon 12d12*50 platinum pieces
bribe. offer to pay a target to join you. offer money and attempt to charm the target. effective even against targets immune to charm. attempt to charm the target(DC 30 - number of platinum offered) the charm lasts a number of days equal to the number of platinum offered times 10
the cash lord pays 3d4+3 platinum per legendary action used
cash cannon. fire a bolt of force that does (amount of gold spent in casting)d4
Lair and Lair Actions
Regional Effects
The region containing the cash lord’s lair is incredibly prosperous, which creates one or more of the following effects:
- all creatures drop twice as much money
- all items are worth twice as much
If the cash lord dies, these effects fade over the course of 6d12 days, 4d4 days after his death, a new lord rises.
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