| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 18 | +4 | +4 |
| CON | 22 | +6 | +20 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 14 | +2 | +12 |
| CHA | 18 | +4 | +16 |
Innate Spellcasting (Drow). Mar’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit). She can cast the following spells:
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At will: dancing lights
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1/day each: faerie fire, darkness
Spellcasting (Ritual Alchemist). Mar is a 9th-level spellcaster (Intelligence, spell save DC 15, +7 to hit). She has the following prepared:
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Cantrips (at will): poison spray, toll the dead, minor illusion, mage hand
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1st (4 slots): shield, ray of sickness, disguise self
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2nd (3 slots): mirror image, misty step, lesser restoration
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3rd (3 slots): counterspell, stinking cloud, vampiric touch
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4th (3 slots): blight, greater invisibility
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5th (1 slot): cloudkill
Sunlight Sensitivity. Disadvantage on attack rolls and Perception checks relying on sight in direct sunlight.
Venom Alchemist. Any poison she creates counts as magical. Her poisons bypass resistance/immunity unless immunity is from being undead or a construct.
Multiattack. Mar makes two attacks with her Poisoned Dagger or uses her Syringe Wand and casts a spell.
Poisoned Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing plus 14 (4d6) poison damage. Target must succeed on a DC 16 Con save or be poisoned for 1 minute. While poisoned this way, the creature also begins Spider’s Blight infection (see below).
Syringe Wand. Ranged Weapon Attack: +8 to hit, range 30/90 ft., one target. Hit: 11 (2d6+4) piercing plus 10 (3d6) poison. On a failed DC 16 Con save, the target is poisoned for 1 minute.
Spider’s Blight (Disease). On a failed DC 16 Con save, the target is infected. Each dawn, roll Con DC 16 or gain 1 level of exhaustion. At Stage 3 (3+ days untreated), the victim becomes contagious—any creature starting its turn within 5 ft. must save Con DC 16 or be infected. Lesser Restoration halts the disease in Stages 1–2. Greater Restoration or a unique antidote is required at Stage 3.
Toxic Surge (Recharge 5–6). Mar releases a burst of alchemical gas. 20-ft-radius sphere centered on her. Each creature inside must succeed on a DC 16 Con save or take 28 (8d6) poison damage and become poisoned for 1 minute. On a success, half damage, no poison.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Mar can take 3 legendary actions, only one at a time, at the end of another creature’s turn.
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Venomous Step. Teleport up to 15 ft. and leave a 5-ft. cloud of poison gas behind (lasts until start of her next turn, lightly obscured, Con save DC 16 or 7 (2d6) poison damage).
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Alchemical Lash. Make one Poisoned Dagger or Syringe Wand attack.
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Toxic Pulse (Costs 2 Actions). Force a creature within 30 ft. to make a DC 16 Con save or take 13 (3d8) poison and be pushed 10 ft. away.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
On initiative count 20 (losing ties), Mar can take one lair action:
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Release spore vents (lightly obscure a 20-ft square; Con save DC 16 or poisoned until next turn).
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Activate alchemical pumps — spraying venom mist. All creatures in a 15-ft cone make Con DC 15 save or take 9 (2d8) poison.
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Summon swarm of poisonous spiders (uses swarm of spiders stat block, appears in empty space within 30 ft).
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