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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
                                                                                               1
                                                                                                   h
                                                                                                          1
                                                                               1
                                                               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.
                       1
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              Hit Points  9 9 (2ld8 + 105)                      If the target is  n dead, it also has disadvantage on attack rolls
                     1
                                                                          u
              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
                          1
              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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                                                                              T
              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
                          l
              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.
                             I
              hit with spell attacks).  l l  marrow has  the following wizard   Frightening Presence (Costs 2 Actions).  l l  marrow targets up
                              I
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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
                               o
             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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