Medium Humanoid (Dwarf), Chaotic Neutral
Armor Class 16 Chain mail
Hit Points 120 (16d8 + 48)
Speed 25 ft.
STR
17 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
20 (+5)
WIS
20 (+5)
CHA
9 (-1)
Saving Throws INT +9, WIS +9
Skills Arcana +9, History +9, Medicine +9, Survival +9
Damage Resistances Poison
Damage Immunities Fire
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Deep Speech, Druidic, Dwarvish, Orc
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If Crann Dóite, 4th Thorn fails a saving throw, it can choose to succeed instead.

Summon Wildfire (2/Day). Crann Dóite summons forth the inner soul of fire within him, creating a Wildfire Spirit. It has it's own initiative after his own, and can act as his Spell Focus.

Heated Body. A creature that touches Crann Dóite, 4th Thorn or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. Furthermore, any Fire Spell cast by Crann Dóite deals an extra d8 of Fire Damage.

Flames of Life (4/Day). When a creature dies within 30 feet of Crann Dóite he can choose to ignite it with dark fire, that can either damage or heal a target nearby for 2d10 + 3.

Arcane Recovery (1/Day). Crann Dóite regains a Spell Slot of 2nd Level or Lower

Sculpted Spells. Crann Dóite cannot harm his allies with his attacks.

Spellcasting. Crann Dóite, 4th Thorn is a 10th-level Druid. Crann Dóite, 4th Thorn's spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Crann Dóite, 4th Thorn has the following druid spells prepared:

At Will: Fire Bolt, Thorn Whip, Druidcraft, Produce Flame, Control Flames
1st Level (4 slots): Cure Wounds, Faerie Fire, Entangle, Absorb Elements
2nd Level (3 slots): Scorching Ray, Flame Blade, Spike Growth
3rd Level (3 slots): Fireball, Flame Arrows, Meld into Stone
4th Level (3 slots): Fire Shield, Wall of Fire, Conjure Minor Elementals
5th Level (2 slots): Flame Strike, Conjure Elemental

Additionally, Crann Dóite, 4th Thorn is a 4th-level Wizard. Crann Dóite, 4th Thorn's spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Crann Dóite, 4th Thorn has the following wizard spells prepared:

At Will: Create Bonfire, Mage Hand, Minor Illusion, Shape Water
1st Level (4 slots): Shield, Magic Missile, Burning Hands, Grease
2nd Level (3 slots): Hold Person, Misty Step, Dragons Breath

Actions

Multiattack. 4th Thorn, Crann Doite can make three attacks with his Raging Flames

Raging Flames. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 11 (1d12 + 5) fire damage.

Rake the Coals (Recharge 6). 4th Thorn, Crann Doite unleashes a low wave of flames in a 15 foot radius centered on himself. Any creature within that radius must make a DC 18 Dexterity Saving Throw or take 16 (4d8) points of Fire damage and have their speed reduced by 10 feet until the end of their next turn.

Reactions

Midnight Rebuke. After 4th Thorn, Crann Dóite takes damage, the creature that attacked him must make a DC 18 Dexterity Saving Throw, taking 20 (4d10) points of Fire Damage on a fail, and half as much on a success.

Legendary Actions

Crann Dóite, 4th Thorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Crann Dóite, 4th Thorn regains spent legendary actions at the start of its turn.

Queens Hex. Crann Dóite can use Hex on one creature, with the die being a d8 rather than a d6.

Dark Sun Ignition (Costs 3 Actions). One creature within 60 feet of Crann Dóite needs to make a DC 20 Dexterity save, or take 12d8 Fire Damage, while taking 3d4 on the start of their subsequent turns for 5 turns. On a successful save, they take half damage and no continuous burn.

Description

An elderly Dwarf, with skin and eyes that look charred and blazing, cloaked in Reds and Oranges, as a heated air follows him. Rumored to be one of the founding mages behind the artifact known as Dark Sun, he now strikes fear into the hearts of Vampires, as being not only quite the mad scientist, but a brutal torturer, along with his mysterious envoy.

Lair and Lair Actions

Scientific Sanctum: Crann Doite's innermost chamber is a circular room, 75 feet in diameter, with six different exhaust pipes funneling into the chamber. Arcane lines spread across the floor, connected to an arcane circle that takes up most of the room. Unless forced to relocate, Crann Doite will always begin in the center of the circle.

While Crann Doite, 4th Thorn is in his Scientific Sanctum, he can perform the following actions:

Labwide Interference: In the several rooms leading up to the chamber, the lines that originate in the Scientific Sanctum are still active. While a creature starts its turn directly on top of one of the lines, roll a d6. On a 1 or 6, that creature must make a DC 15 Dexterity Saving throw or take 1d8 points of Lightning Damage.

Hazardous Expulsion: Scientific Sanctum Only

  • Taking 12 in the Initiative Order (After any active monsters or players), roll a d6. The number will correspond with one of the exhaust pipes, and release a cloud of damage in a 15-foot cone originating from the pipe.
  • The damage type is as follows: 1 - Fire. 2 - Acid. 3 - Poison. 4 - Cold. 5 - Lightning. 6 - Necrotic.
  • A creature within range can make a DC 18 Constitution save for half damage.

Instilled Power: Scientific Sanctum Only

  • Taking 2 in the Initiative Order (After any active monsters or players), Crann Doite releases a fraction of stored energy within the magic circle in the center of the sanctum. The energy has a pool of 100 points, and he can expend an equal amount of points to cause that much lightning damage to a creature within the circles' radius.
  • Alternatively, Crann Doite can choose to expend the points as a Reaction when targeted by an attack caused by someone within the circles' radius and reduce the damage by the number of points expended.

Previous Versions

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Habitat: Urban

EVTaurus

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