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
Damage Resistances Damage from Spells
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 blast, produce flame, thorn 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.

[Tooltip Not Found]. The arva siphons life energy from his surroundings. Each creature within 15 ft. must make a DC 12 Constitution saving throw or take 4 (1d6) damage. Each creature who fails this save increases the arva's hit and damage rolls by 1 until the end of combat.

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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