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UNDYING O UNCILOR 4th level (3 slots): banishment, divination, guardian of f a ith
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Medium undead, neutral good 5th level (2 slots): dispel evil and good, flame strike (see "Ac
tions" below), scrying
6th level (1 slot):forbiddance, planar ally
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Armor Class 7 (natural armor) 7th level (1 slot): plane shift
Hit Points 0 4 (1 6d8 + 32)
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Speed 30 ft. AC I O N S
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STR DEX CON INT WIS CHA Multiattack. The councilor makes two Radiant Touch attacks.
1 6 (+3) 10 (+O) 14 (+2) 1 7 (+3) 21 (+5) 1 6 (+3)
Radiant Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one
target. Hit: 15 (3d6 + 5) radiant damage.
Saving Throws Con +6, n t +7, Wis +9
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Skills Arcana +7, History +1 1 , I n sight +9, Perception +9, Healing Touch (3/Day). The councilor touches another crea
Religion +7 ture. The target magically regains 18 (3d8 + 5) hit points and is
Damage Vulnerabilities necrotic freed from one curse afflicting it (councilor's choice).
Damage Immunities poison, radiant
Condition Immunities charmed, exhaustion, frightened, Flame Strike (5th-Level Spell; Requires a Spell Slot). The coun
paralyzed, poisoned cilor chooses a point it can see within 60 feet of it. Each crea
Senses darkvision 2 0 ft., passive perception 9 ture in a 1 0 -foot-radius, 40-foot-high cylinder centered on that
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1
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Languages Common, Elvish point must make a DC 7 Dexterity saving throw. A creature
Challenge 10 (5,900 XP) takes 14 (4d6) fire damage and 14 (4d6) radiant damage on
a failed save, or half as much damage on a successful one. If
the councilor casts this spell using a spell slot of 6th level or
Aura o f Radiance. The councilor magically sheds bright light higher, the fire damage or the radiant damage (its choice) in
in a 1 5 -foot radius and dim light for an additional 15 feet. The creases by ld6 for each slot level above 5th.
councilor can extinguish or restore this light as a bonus action.
If the bright light overlaps with an area of darkness created by LE E N D ARY AC I O N S
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a spell of 3rd level or lower, the spell that created that darkness
is dispelled. The councilor can take 2 legendary actions, choosing from
the options below. Only one legendary action option can be
Magic Resistance. The councilor has advantage on saving used at a time and only at the end of another creature's turn.
throws against spells and other magical effects. The councilor regains spent legendary actions at the start
of her turn.
Spellcasting. The councilor is a 1 3 th-level spellcaster. Its spell
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casting ability is Wisdom (spell save DC 7 , +9 to hit with spell Touch. The councilor makes one attack with its Radiant Touch.
attacks). It has the following cleric spells prepared: Shimmering Aura (Costs 2 Actions). The councilor channels
positive energy into its Aura of Radiance. Until the end of the
Cantrips (at will): guidance, mending, sacred flame, spare the councilor's next turn, it sheds bright light in a 30-foot radius
dying, thaumaturgy and dim light for an additional 30 feet. Any creature that
1 s t level (4 slots): bless, command, create or destroy water starts its turn in the bright light must succeed on a DC 7
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2nd level (3 slots): augury, calm emotions, hold person Constitution saving throw r be blinded until the end of the
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3rd level (3 slots): daylight, dispel magic, spirit guardians
councilor's next turn.
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UNDYING O LDIER Languages Common, Elvish
Medium undead, neutral good Challenge 2 (450 XP)
Armor Class 7 (breastplate, shield) Illumination. The soldier magically sheds bright light in a 10-
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Hit Points 26 (4d8 + 8) foot radius and dim light for an additional 0 feet. The soldier
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Speed 30 ft. can extinguish or restore this light as a bonus action.
STR DEX CON INT WIS CHA Turn Resistance. The soldier has advantage on saving throws
1 6 (+3) 12 (+l) 14 (+2) 11 (+O) 1 3 (+l ) 1 4 (+2) against any effect that turns undead.
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AC I O N S
Skills Athletics +5, History +4, Perception +3, Religion +4
Damage Vulnerabilities necrotic Multiattack. The soldier makes two spear attacks.
Damage Resistances radiant; bludgeoning, piercing, and .
slashing from nonmagical attacks not made with silvered Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
weapons range 20/60 ft ., one target. Hit: 6 (ld6 + 3) piercing damage
Damage Immunities poison or 7 (ld8 + 3) piercing damage if used with two hands to make
Condition Immunities exhaustion, poisoned a me/ee attack, plus 9 (2d8) radiant damage if the target is a
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Senses darkvision 60 ft., passive Perception 3 fiend or undead.
C H APTER 6 j FRIENDS AND FOES
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