Monster
Ilvara Mizzrym
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 16 (scale mail)
- Hit points
- 71 (13d8 + 13)
- Speed
- Walk 30 ft.
- Challenge rating
- 8
- Alignment
- Neutral Evil
- Strength
- 10
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 13
- Wisdom
- 17
- Charisma
- 18
- Passive Perception
- 16
- Saving Throws
- con: +4; wis: +6; cha: +7
- Skills
- insight: +6; perception: +6; religion: +4; stealth: +5
- Senses
- darkvision 120 ft.
- Languages
- Elvish, Undercommon
Traits
Special Equipment
Ilvara wields a tentacle rod in addition to her scourge.
Fey Ancestry
Ilvara has advantage on saving throws against being charmed, and magic can't put Ilvara to sleep.
Sunlight Sensitivity
While in sunlight, Ilvara has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack
Ilvara makes two scourge attacks.
Scourge
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.
Summon Demon (1/Day)
Ilvara attempts to magically summon a yochlol with a 30 percent chance of success. If the attempt fails, Ilvara takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
Innate Spellcasting
Ilvara's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Ilvara is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). Ilvara has the following cleric spells prepared:
Spell slots: 0: spells: guidance, poison spray, resistance, spare the dying, thaumaturgy; 1: slots: 4; spells: animal friendship, cure wounds, detect poison and disease, ray of sickness; 2: slots: 3; spells: lesser restoration, protection from poison, web; 3: slots: 3; spells: conjure animals (2 giant spiders), dispel magic; 4: slots: 3; spells: divination, freedom of movement; 5: slots: 2; spells: insect plague, mass cure wounds