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
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.