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Restoring the Mark. Though she takes great pleasure LADY I L LMAR ROW N D T H E B L OOD OF VOL
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in fighting the dragons and elves who destroyed her The Blood of Vol and Lady I l l marrow are both legacies of
ancestors, Lady Illmarrow has a more important goal: the line of Vol, but they aren't one and the same. As far as
restoring her dragonmark and unlocking godlike pow the world knows, the i n e of Vol was exterminated. Follow
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ers. The agents of the Emerald Claw who serve her fight ers of the Blood of Vol who have heard of Lady lllmarrow
either for the good of Karrnath or for personal gain, believe that she's a champion of their faith, but they don't
but Illmarrow cares for nothing except increasing her worship or serve her. And the powers of priests of the
necromantic knowledge and finding a way to restore her Blood ofVol don't come from Lady lllmarrow.
lost mark.
LADY lLLMARROW ACTI O N S
Medium undead, neutral evil Chill Touch (Cantrip). Ranged Spell Attack: + 5 to i t, range 2 0
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ft., one creature. Hit: 8 (4d8) necrotic damage, and the target
Armor Class 9 (natural armor) can't regain hit points until the start of l l marrow's next turn.
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Hit Points 9 9 (2ld8 + 105) If the target is n dead, it also has disadvantage on attack rolls
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Speed 30 ft., fly 40 ft. against lllmarrow until the end of her next turn.
STR DEX CON INT WIS CHA Paralyzing Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
1 6 (+3) 1 6 (+3) 20 (+5) 27 (+8) 21 (+5) 24 (+7) one creature. Hit: 13 (3d6 + 3) slashing damage plus 10 (3d6)
cold damage, and the target must succeed on a DC 20 Consti
Saving Throws Con +1 2, Int +1 5, Wis +1 2 tution saving throw or be paralyzed for l minute. The target
Skills Arcana +15, History +1 5, Insight +1 2, Perception +1 2 can repeat the saving throw at the end of each of its turns, end
Damage Resistances cold, lightning ing the effect on itself on a success.
Damage Immunities necrotic, poison; bludgeoning, piercing,
and slashing from nonmagical attacks Poison Breath (Recharge 5-6). Ill marrow exhales poisonous gas
Condition Immunities blinded, charmed, deafened, exhaustion, in a 30-foot cone. Each creature in that area must make a DC
frightened, paralyzed, petrified, poisoned, stunned 20 Constitution saving throw. On a failed save, a creature takes
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Senses truesight 2 0 ft., passive perception 22 35 (10d6) poison damage and is poisoned for l minute. While
Languages Common, Draconic, Elvish poisoned in this way, the creature can't regain hit points. On a
Challenge 22 (41 ,000 XP) successful save, the creature takes half as much damage and
isn't poisoned.
A humanoid reduced to 0 hit points by this damage dies and
Legendary Resistance (3/Day). If lllmarrow fails a saving throw, rises at the start of l l marrow's next turn as a zombie (see its
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she can choose to succeed instead. entry in the Monster Manual). The zombie acts immediately
Magic Resistance. Ill marrow has advantage on saving throws after lllmarrow in the initiative count and is permanently under
against spells and other magical effects. her command, following her verbal orders.
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Rejuvenation. Ill marrow's body turns to dust when she drops LE E N D ARY AC I O N S
to 0 hit points, and her equipment is left behind. She gains Ill marrow can take 3 legendary actions, choosing from the op
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a new body after d l O days, regaining all her hit points and tions below. Only one legendary action option can be used at
becoming active again. The new body appears within two hun a time and only at the end of another creature's turn. Ill marrow
dred miles of the location at which she was destroyed.
regains spent legendary actions at the start of her turn.
Spellcasting. l l lmarrow is a 20th-level spellcaster. Her Cantrip. Ill marrow casts a cantrip.
spellcasting ability is n telligence (spell save DC 23, +1 5 to Paralyzing Claw. lllmarrow uses her Paralyzing Claw.
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hit with spell attacks). l l marrow has the following wizard Frightening Presence (Costs 2 Actions). l l marrow targets up
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spells prepared: to three creatures she can see within 30 feet of her. Each
Cantrips (at will): chill touch (see "Actions" below),.fire bolt, target must succeed on a DC 20 Wisdom saving throw or be
mage hand, prestidigitation, ray of f rost frightened for l m i n ute. A frightened target can repeat the
l s t level (4 slots): magic missile, shield, sleep saving throw at the end of each of its turns, ending the effect
2nd level (3 slots): blur, detect thoughts, mirror image on itself on a success. If a target's saving throw is successful
3rd level (3 slots): animate dead, counterspell,fireball,jly, or the effect ends for it, the target is immune to I II marrow's
lightning bolt Frightening Presence for the next 24 hours.
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4th level (3 slots): blight, confusion, polymorph Poison Breath (Costs 3 Actions). l lmarrow recharges her Poi
5th level (3 slots): cloudkill, cone o f cold, hold monster, scrying son Breath and uses it.
6th level (2 slots): chain lightning, circle of death, create undead
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7th level (2 slots): finger f death,forcecage, prismatic spray
8th level (l slot): incendiary cloud, maze
9th level (l slot): power word kill, time stop
C H APTER 6 I FRIENDS AND FOES
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