THE SHARED REFERENCE Adventurer

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)

Spellcasting

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

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