| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 10 | +0 | +2 |
| CON | 17 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 11 | +0 | +2 |
| CHA | 15 | +2 | +4 |
Innate Spellcasting. Andavariel's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components.
At will: guidance, resistance, light
3/day each: cure wounds, hellish rebuke, inflict wounds
1/day: mass healing word
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Breath Weapons (Recharge 5–6). Andavariel uses one of the following breath weapons.
Cold Breath. Andavariel exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Creatures in the area who fail the saving throw also have their speed reduced by 10 feet for one minute.
Fire Breath. Andavariel exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. Andavariel exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed 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.
Previous Versions
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3/6/2025 4:04:44 AM
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16
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Coming Soon
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