Acidic Presence. Everyone within 10 ft. of Condrass mush make a DC 18 constitution saving throw or else take (3d8) acid damage. Those within 5 feet make the saving throw with disadvantage.
Divine Regeneration. Condrass gains 20 hit points at the beginning of his turn, and when he drops to 0 hit points he dies, but restores in the centre of his lair 1d10 days later.
Legendary Resistance (3/Day). If Condrass fails a saving throw, he can choose to succeed instead.
Magic Resistance. Condrass has advantage on saving throws against spells and other magical effects.
Magic Weapons. Condrass' weapon attacks are magical.
Innate Spellcasting. Condrass' innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: Acid Arrow, Fear, Water Breathing
1/day each: Dominate Person, Plane Shift
Multiattack. Condrass makes an attack with each greataxe.
Varaho. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d12 + 10) slashing damage and (5d10) Acid damage.
Larahi. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d12 + 10) slashing damage and (5d10) Cold damage.
Acid Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., One target. Hit: 24 (8d6) acid damage.
Frightful Presence. Each creature of Condrass' choice that is within 120 feet of Condrass and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Condrass' Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6). Condrass exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Retaliate. after receiving an attack within 10 ft., Condrass can make a melee attack with one of his Greataxes.
Condrass can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Condrass regains spent legendary actions at the start of its turn.
Attack. Condrass makes one attack.
Wing Attack (Costs 2 Actions). Condrass beats its wings. Each creature within 15 feet of him must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Condrass can then fly up to half his flying speed.
Trembling Strike (Costs 2 Actions). Condrass strikes the ground with his head, triggering an earth tremor. All other creatures on the ground within 60 feet of Condrass must succeed on a DC 25 Strength saving throw or be knocked prone.
Lair and Lair Actions
Stuck in a demiplane granted to him by the Arch-Mage, this entire realm is his. And he uses this power to keep both him and his wife safe from harm.
Lair Actions
On initiative count 20 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; Condrass can’t use the same effect two rounds in a row:
- Condrass turns a 5 ft area of ground into acid that deals (4d4) acid damage to those that begin their turn in or pass through it.
- Condrass recharges his Acid Breath.
- Magical darkness spreads from a point Condrass chooses within 60 feet of it, filling a 15-foot-radius sphere until Condrass dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 4th level or lower, the spell that created the light is dispelled.
Comments