Medium Humanoid (Drow, Elf), Any Evil Alignment
Armor Class 16 (chain mail)
Hit Points 162 (25d8 + 50)
Speed 30 ft.
STR
14 (+2)
DEX
19 (+4)
CON
15 (+2)
INT
12 (+1)
WIS
18 (+4)
CHA
13 (+1)
Saving Throws DEX +8, CON +6, WIS +8
Skills Perception +6, Stealth +8
Damage Resistances Fire
Senses Darkvision 120 ft., Passive Perception 18
Languages Elvish, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fey Ancestry. Aria Nightshade has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.

Legendary Resistance (2/Day). If Aria Nightshade fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. Aria Nightshade makes two Scimitar attacks and one Whip or Hand Crossbow attack.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 14 (4d6) fire damage.

Whip. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage.

Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.

Spellcasting. The dragon priest is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The priest has the following cleric spells prepared:

1/day each: Scorching Ray, Fireball, Wall of Fire 

Bonus Actions

Battle Command. Choose one creature within 30 feet of the drow that Aria Nightshade can see. If the chosen creature can see or hear Aria Nightshade, that creature can use its reaction to make one melee attack or to take the Dodge or Hide action.

Reactions

Parry. Aria Nightshade adds 3 to its AC against one melee attack roll that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.

Legendary Actions

 

Aria Nightshade 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. The dragon priest regains spent legendary actions at the start of its turn.

WhipMelee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4+4) slashing damage.

Wyrmling's breath  (Costs 2 Actions)Aria Nightshade channels Korthrox to grant her fire breath. She exhales fire in a 15ft cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.

Terrifying Visage (Costs 2 actions). Aria Nightshade channels Korthrox to grant her Frightful Presence. . Each creature of Arias' choice that is within 60 feet and aware of him must succeed on a DC 16 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 the dragon priest's Terrifying Visage for the next 24 hours.

Beating Wing (Costs 2 actions). Aria Nightshade channels Korthrox to grant her ethereal wings. Each creature within 10 feet must succeed on a DC 16 Strength saving throw or be pushed back 10 ft and be knocked prone. Conversely, the dragon priest can move himself 10 ft in any direction, without incurring an attack of opportunity.

Habitat: Underdark

Shanabananana92

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