THE SHARED REFERENCE Adventurer

Monster

Severin

Outside your table’s allowed sources

Official reference · RoT · 2014

Creature type
Humanoid
Size
Medium
Armor class
16
Hit points
150 (20d8 + 60)
Speed
Walk 30 ft.
Challenge rating
11
Alignment
Neutral Evil
Strength
10
Dexterity
13
Constitution
16
Intelligence
17
Wisdom
12
Charisma
20
Passive Perception
11
Saving Throws
dex: +5; wis: +5
Skills
arcana: +7; religion: +7
Senses
While wearing the Mask of the Dragon Queen: darkvision 60 ft.
Languages
Common, Draconic, Infernal
Resistances
resist: acid, cold, lightning, poison, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True; preNote: While wearing the mask of the Dragon Queen:
Immunities
immune: fire; preNote: While wearing the mask of the Dragon Queen:
Condition Immunities
conditionImmune: charmed, frightened, poisoned; preNote: While wearing the mask of the Dragon Queen:

Traits

Special Equipment

Severin has the Mask of the Dragon Queen.

Draconic Majesty

Severin adds his Charisma bonus to his AC (included).

Ignite Enemy

If Severin deals fire damage to a creature while wearing the Mask of the Dragon Queen, the target catches fire. At the start of each of its turns, the burning target takes 5 (1d10) fire damage. A creature within reach of the fire can use an action to extinguish it.

Legendary Resistance (5/Day)

While wearing the Mask of the Dragon Queen, if Severin fails a saving throw, he can choose to succeed instead.

Actions

Burning Touch

Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d8) fire damage.

Flaming Orb

Ranged Spell Attack: +9 to hit, range 90 ft., one target. Hit: 40 (9d8) fire damage.

Scorching Burst

Severin chooses a point he can see within 60 feet of him. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

Legendary action uses: 3. 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

Attack

Severin makes one attack.

Fiery Teleport (Costs 2 Actions)

Severin, along with any objects he is wearing or carrying, teleports up to 60 feet to an unoccupied space he can see. Each creature within 5 feet of Severin before he teleports takes 5 (1d10) fire damage.

Hellish Chains (Costs 3 Actions)

Severin targets one creature he can see within 30 feet of him. The target is wrapped in magical chains of fire and restrained. The restrained target takes 21 (6d6) fire damage at the start of each of its turns. At the end of its turns, the target can make a DC 17 Strength saving throw, ending the effect on itself on a success.

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