Large Aberration, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 190 (15d10 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
8 (-1)
CHA
16 (+3)
Skills Arcana +3, Perception +2
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 12
Languages Slaad, Telepathy 60 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Death Throes. When Virruza is reduced to 0 hit points, he turns into a puddle of acid and splashes acid on those around him. Each creature within 5 feet of him must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature can use its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns.

Innate Spellcasting. Virruza’s innate spellcasting ability is Charisma (spell save DC 12). Virruza can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, mage hand

2/day each: fear, invisibility (self only)

1/day: fireball

Magic Resistance. Virruza has advantage on saving throws against spells and other magical effects.

Regeneration. Virruza regains 10 hit points at the start of his turn if he has at least 1 hit point.

Actions

Multiattack. Virruza makes three attacks: one with his bite and two with his claws or staff. Alternatively, he uses his Hurl Flame twice.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage.
Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage. The fire ignites flammable objects that aren’t being worn or carried.

Legendary Actions

Legendary Actions: Virruza 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.  Virruza regains spent legendary actions at the start of its turn.
have 5 Points

1: Spell Reflect (costs 2 Actions)

if a spell of 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.(DC17)

2: Shimmering Shield

The creature creates a shimmering, magical field around itself or another target it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the creature’s next turn.

2: Blasphemous Word (costs 2 Actions)

The creature utters a blasphemous word. Each non-undead target within 10 feet of the creature that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the creature’s next turn.

Description

Changed by days of strange experiments involving draconian blood and exposure to the Spawning Shard, Virruza now looks like a tumescent draconian with warty green skin and an overly large mouth.

Mickc78

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