| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +7 |
| DEX | 12 | +1 | +1 |
| CON | 29 | +9 | +17 |
| Mod | Save | ||
|---|---|---|---|
| INT | 28 | +9 | +17 |
| WIS | 18 | +4 | +4 |
| CHA | 24 | +7 | +7 |
Water Susceptibility. When Chaos Witch Quelaag is in a body of water, it takes 6 (1d12) acid damage every 10 minutes unless fire is applied to the skin before 10 minutes have passed.
Environmental Regeneration. While in environments of over 100 degrees Fahrenheit, Chaos Witch Quelaag regains 30 hit points at the start of its turn. If Quelaag takes cold damage or is in contact with water, this trait doesn't function at the start of the Chaos Witch Quelaag's next turn. Chaos Witch Quelaag dies only if it starts their turn with 0 hit points and doesn't regenerate.
Amphibious. Chaos Witch Quelaag can breath both air and lava.
Spellcasting. Chaos Witch Quelaag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 23):
3/Day each. [Fireball] (level 5 version, centered on self), [Spider Song],
2/Day Each. [Burning Hands] (level 7 version)
Multiattack. Chaos Witch Quelaag makes three Sword attacks. It can replace one attack with Lava Surge.
Quelaag's Fury Sword. Melee Weapon Attack: +17 to hit, reach 15 ft., Hit: (2d8 + 8) piercing damage plus 4 (1d8) fire damage.
Lava Surge (Recharge 5-6). Chaos Witch Quelaag may move up to their movement as a jump. Dexterity Saving Throw: DC 15 Chaos Witch Quelaag creates 3 5ft area of molten magma. (10d10 if wading) (18d10 if submerged)
Skitter Away. Chaos Witch Quelaag can take the Disengage action as a bonus action on each of its turns.
Legendary Action Uses: 4. Once per round, immediately after another creature’s turn, Chaos Witch Quelaag can expend a use to take one of the following actions. Chaos Witch Quelaag regains all expended uses at dawn.
Coffin of the Iron Mountain (Costs 1 Action). Chaos Witch Quelaag creates an (x)ft area of Extreme Heat for 24 hours, a creature exposed to the extreme heat must succeed on a Constitution saving throw at the end of each hour or gain 1 Exhaustion level. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing Medium or Heavy armor have Disadvantage on the save. Creatures that have Resistance or Immunity to Fire damage automatically succeed on the save.
X is equal to the number of expended uses of her legendary action times 5.
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