Medium Humanoid, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 83 (13d8 + 24)
Speed 35 ft., Swim 35 ft.
STR
16 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
11 (+0)
WIS
11 (+0)
CHA
9 (-1)
Saving Throws STR +5, CON +4
Skills Stealth +6, Survival +5
Condition Immunities Frightened
Senses Passive Perception 10
Languages Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits
Innate Spellcasting. The Arva's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Arva can innately cast the following spells, requiring no material components:

At will: eldritch blastproduce flamethorn whip

4/day: Entangle, fog cloud

3/day: heat metal,spike growth

2/day: conjure animals (reptiles only), plant growth

Reptiles: Allosaurus (CR2),Plesiosaurus (CR2),Swarm of Poisonous Snakes (CR2),Deinonychus (CR1 VGM),Crocodile (CR1/2),Constrictor Snake (CR1/4),Giant Lizard (CR1/4),Giant Poisonous Snake (CR1/4),Pteranodon (CR1/4)

Actions

Multiattack. The Arva makes two attacks: one with its bite and one with its claws or spear or two melee attacks with its spear.

Obsidian Spear. Melee or Ranged Weapon Attack:+7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6+3) piercing damage, or 12 (2d8+3) piercing damage if used with two hands to make a melee attack. Double damage versus fire creatures. 

Bola. Ranged Weapon Attack: +5 to hit, range 15/25 ft., one target. Hit: 5 (1d4+3) bludgeoning damage. A large or smaller bipedal creature hit with the bola must make a DC 10 Strength saving throw or be knocked prone and restrained. The bola can be escaped from by spending an action.

Obsidian Dagger/Bite/Claw. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Eldritch Blast. Ranged Spell Attack: +5 to hit, range 120 ft., produces 3 beams that each do 5 (1d10) force damage on a hit.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

JonathanGilman

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