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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
                     1
            Armor Class  7   (natural armor)                  7th  level  (1  slot): plane shift
            Hit Points  0 4 (1 6d8 + 32)
                    1
            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
                             I
            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
                         1
                                            1
                                                                               1
            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
                                         1
            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
                                                                                  o
            3rd  level (3 slots): daylight, dispel magic, spirit guardians
                                                               councilor's next turn.
                          S
            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-
                     1
            Hit Points 26 (4d8 + 8)                           foot radius and dim light for an  additional  0   feet. The soldier
                                                                                            1
            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
                                           1
            Senses darkvision 60 ft., passive Perception  3    fiend or undead.


                                                                                  C  H  APTER 6  j  FRIENDS AND FOES
                                                                                                               3II
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