Medium Humanoid (Dragonborn, Half-Dragon), Lawful Evil
Armor Class 19 (splint & shield)
Hit Points 63 (7d12 + 18)
Speed 30 ft., fly 60 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +5, CON +5
Skills Athletics +6, Intimidation +3, Perception +4
Damage Resistances Acid, Lightning
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Action Surge (Recharges when Xelryn Finishes a Short or Long Rest). On her turn, Xelryn can take one additional action.

Improved Critical. Xelryn’s weapon attacks score a critical hit on a roll of 19 or 20.

Arcane Shot (Recharges when Xelryn Finishes a Short or Long Rest). Once per turn, Xelryn can fire an arrow from her longbow as part of the Attack action, she can apply one of her Arcane Shot options to that arrow. Xelryn decides to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll.

Actions

Multiattack. Xelryn attacks twice, either with her Longbow or Scimitar.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 4) piercing damage.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 4) slashing damage.

Bursting Arrow (Arcane Shot). Xelryn imbues her arrow with force energy drawn from the school of evocation. The energy detonates after her attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 6 (2d6) force damage each.

Seeking Arrow (Arcane Shot). Xelryn grants her arrow the ability to seek out a target. When she uses this option, she doesn’t make an attack roll for the attack. Instead, choose one creature Xelryn has seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a DC13 dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 3 (1d6) force damage, and Xelryn learns the target’s current location. On a successful save, the target takes half as much damage, and Xelryn doesn’t learn its location.

Lightning & Acid Breath (Recharge 5–6). Xelryn breathes lightning in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 11 (2d10) lightning damage and 11 (2d10) acid damage on a failed save, or half as much damage on a successful one.

Monster Tags: NPCCult of the Dragon

Nephtan

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