THE SHARED REFERENCE Adventurer

Monster

Rezmir

Outside your table’s allowed sources

Official reference · HotDQ · 2014

Creature type
Humanoid
Size
Medium
Armor class
13, 15
Hit points
90 (12d8 + 36)
Speed
Walk 30 ft.
Challenge rating
7
Alignment
Neutral Evil
Strength
18
Dexterity
16
Constitution
16
Intelligence
15
Wisdom
12
Charisma
14
Passive Perception
11
Saving Throws
dex: +6; wis: +4
Skills
arcana: +5; stealth: +9
Senses
blindsight 10 ft., darkvision 120 ft.
Languages
Common, Draconic, Infernal, Giant, Netherese
Immunities
acid
Condition Immunities
charmed, frightened

Traits

Special Equipment

Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws.

Amphibious

Rezmir can breathe air and water.

Dark Advantage

Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with a weapon attack, provided Rezmir has advantage on the attack roll.

Draconic Majesty

While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included).

Immolation

When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash.

Legendary Resistance (1/Day)

If Rezmir fails a saving throw while wearing the Black Dragon Mask, she can choose to succeed instead.

Actions

Greatsword (Hazirawn)

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage. If the target is a creature, it can't regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.

Caustic Bolt

Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) acid damage.

Acid Breath (Recharge 5–6)

Rezmir breathes acid in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.

Legendary action uses: 2. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Darkness (Costs 2 Actions)

A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute. A creature with darkvision can't see through this darkness, and no natural light can illuminate it. If any of the area overlaps with a area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.

Melee Attack

Rezmir makes one melee attack.

Hide

Rezmir takes the Hide action.

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