Monster
Avarice
Outside your table’s allowed sources
Official reference · IDRotF · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 13
- Hit points
- 84 (13d8 + 26)
- Speed
- Walk 30 ft.
- Challenge rating
- 7
- Alignment
- Lawful Evil
- Strength
- 8
- Dexterity
- 16
- Constitution
- 14
- Intelligence
- 17
- Wisdom
- 10
- Charisma
- 9
- Passive Perception
- 10
- Saving Throws
- int: +6; wis: +3
- Skills
- arcana: +6; history: +6
- Senses
- darkvision 60 ft.
- Languages
- Common, Draconic, Infernal, Orc, Yeti
- Resistances
- cold, fire
Traits
Icy Doom
When Avarice dies, her corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.
Special Equipment
Avarice wields a staff of frost with 10 charges (see "Actions" below).
Actions
Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 charges daily at dawn. If its last charge is expended, roll a d20; on a 1, the staff turns to water and is destroyed.
Reactions
Banishing Rebuke (Recharges after a Long Rest)
When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10) cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 14 Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely.
Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14; +6 to hit with spell attacks). She has the following wizard spells prepared:
Spell slots: 0: spells: fire bolt (see "Actions" below), mage hand, message, minor illusion, prestidigitation; 1: slots: 4; spells: detect magic, mage armor, magic missile; 2: slots: 3; spells: flaming sphere, knock, scorching ray; 3: slots: 3; spells: counterspell, fireball, fly; 4: slots: 3; spells: banishment, fire shield; 5: slots: 2; spells: Bigby's hand, Rary's telepathic bond