Abolethic Sovereignty:

Notable NPCs & Monsters

Author: Avalassanor

Adaptation of characters from 4th-edition to 5th-edition based on Wizards of the Coast’s Neverwinter Campaign Setting and numerous Monster Manuals of 4th edition.

If you are a player and consider playing above mentioned campaign or any campaign set in Neverwinter around years 1451 DR – 1490 DR, and possibly onward, then take into consideration this warning about spoilers, please. Descriptions of the characters accompanying their statistic blocks had been written as an interpretation on information from campaign books and similar or derivative sources, and were meant as support for the DM, myself, in utilizing those information in play, while having essentials gathered in one place, as well as using them as a handy refreshers before sessions.

I share this adaptation in case someone finds themselves in need of it, either because they want to play some of the old campaigns in 5e or simply wish to revisit Neverwinter in that time period. Everything had been tested in play and my players and I had a lot of fun — I hope you will have, as well!

All art included here is a property of their respective owners, as I do not own any of them. Where possible artists have been credited.

 

 

Aboleth Opener

Psychic Brute. An aboleth opener psychically lacerates a creature’s mind and inserts its own will, destroying the vessel’s mental defences. It turns foes against one another and claims winners for exposure to the Spellplague and enslavement. When melee is unavoidable, its tentacles part flesh as easily as its psionic ability rends minds, leaving heavily bleeding, festering wounds. The aboleth opener is prepared for anything, as it has already analysed all possible outcomes and complications that may come its way. If one becomes a target of the aboleth opener, their life is most likely forfeit, as the aboleth never rests until it claims their mind, setting careful intrigues in motion, pushing all the elements of its plan in place. It reserves especially sublime approach for creatures that have learnt of its existence, luring them into traps, only to brutally rend their mind open and enslave them.

Aboleth Opener

Large aberration, lawful evil


Armour Class
16 (natural armour)
Hit Points
76 (8d10 + 32)
Speed
10 ft., Swim 40ft.

STR DEX CON INT WIS CHA
17 (+3) 7 (-2) 18 (+4) 19 (+4) 14 (+2) 18 (+4)

Saving Throws
Con +5, Int +7, Wis +5
Skills
Arcana +7, Perception +5, Insight +5
Senses
darkvision 120 ft., Passive Perception 15
Languages
Deep Speech, telepathy 120 ft.
Challenge
6 (2,300 XP)

Amphibious.
The aboleth can breathe air and water.
Legendary Resistance (1/Day).
If the aboleth fails a saving throw, it can choose to succeed instead.
Mind Eroding Haze.
The area in a 30-foot radius around the aboleth is filled with a psychic noise and is a difficult terrain. Each creature that starts its turn in that area must succeed on a DC 15 Intelligence saving throw or take 13 (2d8 + 4) psychic damage.
Undead and constructs are immune to this effect, as well as creatures affected by a Mind Blank spell, or attuned to a Ring of Mind Shielding.

Actions

Multiattack.
The aboleth makes up to two mental lance attacks, maximum of one per creature, or two melee attacks.
Flaying Tentacle.
Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a creature other than an undead or a construct, it must succeed on DC 15 Constitution saving throw or become wounded. The wounded creature loses 5 (1d10) hit points at the start of each of its turns due to bleeding wound. Each time Aboleth Opener hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Mental Lance.
Ranged Psionic Attack: +7 to hit, range 120ft., one target. Hit: 11 (2d6 + 4) psychic damage and the target must succeed on a DC 15 Intelligence saving throw or become incapacitated until the end of their next turn.

Reactions

Enslave Weakened Mind (2/day).
When a creature that aboleth is aware of becomes incapacitated within 30 feet of the aboleth, it can force that creature to make a DC 15 Wisdom saving throw. On a failed save, the creature is no longer incapacitated and becomes magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth’s full control and can take reactions, but it requires the aboleth to use its own reaction as well, and the aboleth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.

Abolethic Sovereignty

 

 

Aboleth Remnant

Shadow of a Former Self. Not even aboleths escape exposure to the Spellplague’s energy unscathed. The chaotic arcane emanations can warp an aboleth into a mad, flailing creature. An aboleth remnant looks much like an untouched aboleth, but its body ceaselessly spawns and sheds tentacles and other gnarled limbs. It also exudes madness like sweat, infecting nearby natural creatures. Unlike other aboleths, a remnant can fly. On occasion, one such pathetic creature is spotted repeatedly dashing its body against rock walls or earthen ceilings.

Variant: Plaguechanged Powers

Some of the aboleth remnants are changed in ways that grant them new powers, as their Spellplaguewarped self instinctively struggles to control the blue fire searing within their form. Those remnants have CR 5 (1 800 XP) and have following reaction and trait respectively:

Blue Fire Burst. When the aboleth takes damage from an attack, it can turn its blood into flame, which roars forth to destroy all. Each creature within 10 feet of the aboleth must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) fire plus 7 (2d6) force damage on a failed save, or half as much damage on a successful one.

Devourer of Flame. When the aboleth is hit by a fire based attack, spell or any other such effect, it devours the flame, as if it was an energy feeding its own blue fire. Instead of taking damage the aboleth gains temporary hit points equal to half the fire damage and deals extra 5 (2d4) fire damage with its attacks, until the end of its next turn.

Aboleth Remnant

Large aberration, chaotic evil


Armour Class
17 (natural armour)
Hit Points
57 (6d10 + 24)
Speed
10 ft., swim 40 ft., fly 25ft. (hover)

STR DEX CON INT WIS CHA
17 (+3) 7 (2) 18 (+4) 15 (+2) 10 (+0) 12 (+1)

Senses
darkvision 120 ft., Passive Perception 10
Languages
Deep Speech, telepathy 120 ft.
Challenge
4 (1,100 XP)

Amphibious.
The aboleth can breathe air and water.
Maddening Mucus.
The area in a 10-foot radius around the aboleth is filled with a thin film of drifting mucus and is a difficult terrain. Each creature other than aboleth that starts its turn in that area must make a DC 14 Constitution saving throw or have its speed reduced to 0 until the start of its next turn. While the creature’s speed is reduced in this way the aboleth has an advantage on attack rolls against it.

Actions

Multiattack.
The aboleth makes three melee attacks.
Heavy Tentacle.
Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.
Tentacle Flurry (Recharge 6).
Each creature within 10 feet of the aboleth must make a DC 13 Dexterity saving throw, with disadvantage if affected by its maddening mucus. On a failed save the creature takes 10 (2d6 + 3) bludgeoning damage and becomes incapacitated until the end of its next turn. On a successful one, the damage is halved and the creature is not incapacitated.

Abolethic Sovereignty

 

 

Nothic

A nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones.

When chaos magic merges with a bubble of psychic insanity, a nothic mindwarp scrabbles into existence. Dashing about in psychotic glee, the monster can mesmerize a foe caught in the stare of its eye and then deliver wounds to that creature while at the same time becoming invisible to its other enemies.

Nothic Plaguegazer

Medium aberration, neutral evil


Armour Class
16 (natural armour)
Hit Points
52 (7d8 + 21)
Speed
30 ft.

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 9 (1)

Skills
Stealth +6
Senses
truesight 120 ft., passive Perception 11
Languages
Deep Speech
Challenge
3 (700 XP)

Oozing Plague.
Each creature that starts its turn within 5 feet of Nothic Plaguegazer takes 2 (1d4) poison damage.

Actions

Multiattack.
The nothic makes two melee attacks.
Claw.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Sickening Gaze.
The nothic targets one creature it can see within 30 feet. The target must succeed on a DC 14 Constitution saving throw or takes 3 (1d6) poison damage and 3 (1d6) necrotic damage and becomes poisoned for 1 minute. On success, the damage is halved and creature is not poisoned.
Spread the Plague (Recharges after Short or Long Rest).
One poisoned creature of the nothic choice that the nothic can see within 30 feet of it, bursts with a wave of necrotic energy and emits poison fumes. Each creature within 10 feet of the target, the target included, must make a DC 14 Constitution saving throw. On a failed save, the creature takes 10 (3d6) necrotic damage and 10 (3d6) poison damage. On a successful save, the damage is halved.

Nothic Mindwarp

Medium aberration, neutral evil


Armour Class
14 (natural armour)
Hit Points
30 (4d8 + 12)
Speed
30 ft.

STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 16 (+3) 8 (1) 10 (+0) 9 (1)

Skills
Perception +3, Stealth +5
Senses
truesight 120 ft.,passive Perception 11
Languages
Deep Speech
Challenge
2 (450 XP)

Actions

Multiattack.
The nothic makes two melee attacks.
Claw.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) slashing damage.
Warping Gaze.
The nothic targets one creature it can see within 30 feet. The target must succeed on a DC 10 Wisdom saving throw or takes 11 (3d6) psychic damage, and as long as the nothic concentrates, it becomes invisible to all enemy creatures but the target and the nothic has advantage on all attacks against that target.
Undead and constructs are immune to this ability.
Forbidding Glare (Recharges after Short or Long Rest).
Wave of horrorimbued psychic energy emanates from the nothic’s eye. Each creature in a 10-foot-cone must make a DC 10 Wisdom saving throw. On a failed save, the creature takes 7 (2d6) psychic damage and has disadvantage on attack rolls against the nothic until the end of its next turn. On a successful save, the damage is halved and the creature does not have disadvantage on attacks against the nothic.

Abolethic Sovereignty

 

 

Foulspawn

Foulspawns are humanoids corrupted by contact with the Far Realm, a maddening and distant plane. Foulspawn come in many shapes and sizes, but they share a universal contempt for natural creatures. Foulspawn gather in roving packs and are drawn to serve powerful aberrant creatures such as aboleths, beholders, and mind flayers.

The foulspawn are a race of depraved and psychotic monstrosities from beyond the material plane. They have no compunctions about slaughtering anything they come across. Foulspawn are typically encountered deep underground on the material plane. Their eyes are not properly suited to daylight and so they often go out of their way to settle in areas far from the sun.

Foulspawn Mangler

Medium aberration, neutral evil


Armour Class
15 (natural armour)
Hit Points
58 (9d8 + 18)
Speed
40 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 14 (+2) 10 (0) 6 (2) 14 (+2)

Saving Throws
Dex +5
Skills
Athletics + 3, Acrobatics + 5, Perception +0, Stealth +5
Senses
darkvision 60 ft., passive Perception 10
Languages
Deep Speech, telepathy 60 ft.
Challenge
2 (450 XP)

Mangler’s Nimbleness.
The mangler does not provoke opportunity attacks while moving out of an enemy’s reach.
Sunlight Sensitivity.
While in sunlight, the mangler has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Sneak Attack (1/Turn).
The mangler deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the mangler that isn’t incapacitated and the mangler doesn’t have disadvantage on the attack roll.

Actions

Multiattack.
The mangler makes two bone spikes attacks.
Bone Spikes.
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Spiky Flourish (Recharge 6).
The mangler makes six bone spikes attacks. Either before or after these attacks, it can move up to its speed as a bonus action.

Foulspawn Grue

Small aberration, chaotic evil


Armour Class
16 (natural armour)
Hit Points
49 (9d6 + 18)
Speed
20 ft., teleportation 20 ft.

STR DEX CON INT WIS CHA
8 (1) 19 (+5) 15 (+2) 11 (0) 3 (4) 16 (+3)

Saving Throws
Dex +7, Cha +5
Skills
Perception 2, Stealth +6
Senses
darkvision 60 ft., passive Perception 8
Languages
Deep Speech, telepathy 60 ft.
Challenge
2 (450 XP)

Dimensional Shift.
The grue can teleport up to 20 feet to an unoccupied space it can see.
Sunlight Sensitivity.
While in sunlight, the grue has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Whispers of Madness (Recharges on a Short or Long Rest).
Each creature other than a foulspawn within 10 feet of the grue must make a DC 13 Wisdom saving throw, as the cacophony of incomprehensible whispers runs havoc inside its mind. On a failed save, the target takes 16 (3d10) psychic damage and is incapacitated until the end of their next turn. On a successful save, the damage is halved and the creature isn’t incapacitated.
Undead and constructs are immune to this effect, as well as creatures affected by a Mind Blank spell.

Abolethic Sovereignty

 

 

Foulspawn Berserker

Medium aberration, chaotic evil


Armour Class
19 (natural armour)
Hit Points
105 (10d8 + 60)
Speed
35 ft

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 22 (+6) 8 (1) 3 (4) 12 (+1)

Saving Throws
Str +7, Con +9
Condition Immunities
frightened
Senses
darkvision 60 ft., passive Perception 9
Languages
Deep Speech, telepathy 60 ft.
Challenge
5 (1,800 XP)

Berserker Aura.
When a creature within 5 feet of the berserker makes a melee attack against it, it must first succeed on a DC 12 Charisma saving throw or it targets a random creature within its reach.
Berserker Charge.
If the berserker moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack, it deals and additional 7 (2d6) damage with that attack.
Berserker Defence.
While the berserker is not wearing any armour and is not using shield, its Armour Class is equal to 12 + Dexterity modifier + Constitution modifier.
Mental Feedback.
If the berserker is targeted by a charmlike effect, the berserker and the creature targeting it take 11 (2d10) psychic damage.
Sunlight Sensitivity.
While in sunlight, the berserker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack.
The berserker makes three attacks.
Greatsword.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Foulspawn Seer

Medium aberration, chaotic evil


Armour Class
15 (natural armour)
Hit Points
78 (12d8 + 24)
Speed
30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 22 (+6) 8 (1) 18 (+4)

Saving Throws
Dex + 5, Int +9, Cha +7
Skills
Perception +2
Senses
darkvision 60 ft., passive Perception 11
Languages
Deep Speech, Common, telepathy 60 ft
Challenge
5 (1,800 XP)

Sunlight Sensitivity.
While in sunlight, the seer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack.
The seer makes two twisted staff attacks or uses Warp Orb twice.
Twisted Staff.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) psychic damage.
Warp Orb.
The seer hurls an orb of twisted energy at one creature it can see within 60 feet of it. The creature must make a DC 15 Wisdom saving throw. On a failed save, the target, takes 13 (2d12) psychic damage and is incapacitated until the end of its next turn. On a successful save, the damage is halved and the creature is not incapacitated.
Distortion Blast (1/Day).
Each creature in a 30-foot cone must succeed on a DC 17 Intelligence saving throw or suffer 19 (3d8 + 6) psychic damage and become incapacitated for 1 minute. A creature can repeat the saving throw at the end of each of its turns. Aberrations take half damage and are not incapacitated.
Foul Insights (Recharges after a Short or Long Rest).
For 1 minute, the seer can utter a special command or warning whenever a non hostile creature that it can see within 60 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the seer, either verbally or telepathically. A creature can benefit from only one Foul Insights die at a time. This effect ends if the seer is incapacitated.

Reactions

Bend Space.
When the seer would be hit by an attack, it teleports, exchanging positions with another foulspawn it can see within 60 feet of it. The other foulspawn is hit by the attack instead.

Abolethic Sovereignty

 

 

Foulspawn Hulk

Large aberration, chaotic evil


Armour Class
14 (natural armour)
Hit Points
136 (13d10 + 65)
Speed
40 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 20 (+5) 7 (2) 7 (2) 14 (+2)

Saving Throws
Str +10, Con +8
Skills
Perception +1
Condition Immunities
frightened
Senses
darkvision 60 ft., passive Perception 9
Languages
Deep Speech, telepathy 60 ft.
Challenge
6 (2,300 XP)

Sunlight Sensitivity.
While in sunlight, the hulk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack.
The hulk makes two slam attacks.
Slam.
Melee Weapon Attack: +10 to hit, reach 10ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage, or 22 (3d8 + 9) bludgeoning damage when the hulk has less than half (68) hit points left.
Foulspawns

Wizards of the Coast

Abolethic Sovereignty

 

 

Rohini, the Prophet of Helm’s Hold

Few creatures in Neverwinter have as twisted history—or nature—as Rohini, the Prophet of Helm’s Hold. Most know her only as the Prophet, and those living at Helm’s Hold treat her like a beloved goddess.

The Prophet looks like a comely, approachable female human—attractive, but not so beautiful as to distract or bring anxiety to anyone who speaks with her. Her laughter is infectious, and her presence sets people at ease. She is easy to trust, and people reveal their deepest secrets and fears to her. But Rohini is afar different being from what she seems to be.

She first existed as a succubus in service to the devil lords of the Nine Hells. A consummate seductress known for her prowess at navigating complex intrigues, Rohini was sent to Faerûn to infiltrate the Abolethic Sovereignty. Her first assignment was to infiltrate the growing spellscarred treatment centre at the House of Knowledge. When she murdered the centre’s head researcher, Brother Anthus, she quickly drew the aboleths’ attention and interest. A Sovereigntycorrupted priest named Brother Vartan exposed her to the Hex Locus. This fragment of solidified Spellplague warped her immortal flesh, imbuing her with foulspawn essence. Now the Prophet’s primary purpose is stewardship of the Hex Locus, which she moved to Helm’s Hold to prevent its detection. Secondarily, she collects and tests subjects for the choir, using the Helm’s Hold monastery as a base of operations. Of course, the Abolethic Sovereignty also uses her as a mouthpiece for “prophecies” that can influence others’ actions in the region.

Rohini earned her sobriquet through the foretelling she speaks of pivotal events to come, both good and ill. No one in Helm’s Hold openly questions her title. The few who are quietly sceptical would prefer to dismiss her as a lunatic, but her pronouncements tend to come true. In truth, the Sovereignty causes or otherwise anticipates events in such a way that Rohini’s prophecies are validated.

The Prophet claims knowledge of extraordinary mysteries beyond mortal understanding. She says this awareness gives her the power to purify the worthy. She bestows “healing” on individuals that have been visited by the Spellplague. While under her ministrations—or affected by her kiss—a creature feels no pain and exudes contentment. The creatures that work in the depths of the sanatorium at Helm’s Hold are aware that many of the Prophet’s patients become increasingly ill, even though they think they’re getting better. Invalids that receive her most aggressive healing techniques—and thereby realise the dark, terrifying truth beneath her beautiful surface—go insane.

Chartilifax,

the Corrupted Green Dragon

A personal servant to the Prophet, Chartilifax is a lethal asset for the Abolethic Sovereignty. He is a twisted and powerful green dragon who serves the succubus as personal jailer and mobile weapon. Until several seasons ago, the young green dragon made his home in Neverwinter Wood.

The local constabulary mustered a force to deal with the beast, but none of the wouldbe dragonslayers returned home. So the Prophet of Helm’s Hold intervened. Her foreknowledge, she said, led her to believe she could deal with this dragon—as long as the townsfolk kept their faith in her.

Rohini caught Chartilifax in the thrall of her beauty long enough to bestow a kiss on him, binding the dragon to her will. Then the Prophet opened her mind to her dragon and drove him instantly mad. Shortly after Chartilifax’s capture, Rohini assigned her foulspawn sorcerers to forcibly alter his form. Today, the beast, often in the form of a greenskinned elf, lurks in the crypts beneath Helm’s Hold. He spends his days fulfilling the simple task Rohini sets him—dispose of any intruders who attempt to find the Hex Locus. He loves riddles and plays catandmouse stalking games with clever adventurers, treasuring the hunt and kill as he did in Neverwinter Wood.

Abolethic Sovereignty

 

 

Rohini, the Prophet

Medium aberration/fiend (shapechanger), chaotic evil


Armour Class
15 (natural armour)
Hit Points
97(13d8 + 39)
Speed
30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 16 (+3) 18 (+4) 16 (+3) 22 (+6)

Saving Throws
Int +7, Wis +6, Cha +9
Skills
Arcana +7, Deception +9, Persuasion +9, Insight +6
Damage Resistances
cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities
fire, psychic
Condition Immunities
blinded, petrified
Senses
darkvision 60 ft., passive Perception 13
Languages
Common, Deep Speech, Infernal, Abyssal, telepathy 60 ft.
Challenge
7 (2,900 XP)

Shapechanger.
Rohini can use her action to polymorph into a Small or Medium humanoid, or back into her true form. Without wings, Rohini loses her flying speed. Other than her size and speed, her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. Rohini reverts to her true form when she dies.
To assume a specific individual’s form, Rohini must have seen that individual.

Actions

Multiattack.
Rohini makes two maddening claws attacks.
Maddening Claws (Fiend Form Only).
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 13 (3d6 + 4) psychic damage.
Soul-Wrenching Kiss.
One creature Rohini can see within 5 feet of her must succeed on a DC 18 Charisma saving throw, or takes 11 (2d6 + 4) psychic damage, and 5 (1d10) fire plus 5 (1d10) psychic damage at the start of each of its turns. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. Until the effect ends, the creature cannot attack or otherwise hinder Rohini and cannot willingly end its turn farther away from her than where it started its turn. This effect ends if Rohini attacks the target or uses this ability against a different creature.
Forcible Domination.
One creature Rohini can see within 30 ft must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Rohini’s verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on success. If the target successfully saves against the effect the target is immune to Rohini’s Forcible Domination for the next 24 hours.
Rohini can have only one target charmed at a time. If she charms another, the effect on the previous target ends.
Draining Kiss.
Rohini kisses a creature charmed by her or a willing creature. The target must make a DC 17 Constitution saving throw against this magic, taking 39 (6d10 + 6) psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Rohini gains number of hit points equal to half the damage dealt.

Reactions

Mind- Warped Bodyguard.
When Rohini would be hit by an attack, and she is within 60 feet of a creature affected by her soulwrenching kiss or forcible domination, they both teleport, exchanging positions with each other. The other creature is hit by the attack instead.

Abolethic Sovereignty

 

 

Chartilifax, Corrupted Young Green Dragon

Large dragon, chaotic evil


Armour Class
21 (natural armour)
Hit Points
105 (14d10 + 28)
Speed
40 ft., fly 80 ft., swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 15 (+2) 15 (+2) 11 (+0) 12 (+1)

Saving Throws
Dex +8, Con +6, Wis +4, Cha +5
Skills
Deception +5, Perception +4, Stealth +8
Damage Resistances
poison, psychic
Condition Immunities
poisoned
Senses
blindsight 30 ft., darkvision 120 ft., passive Perception 17
Languages
Common, Deep Speech, Draconic
Challenge
9 (5,000 XP)

Amphibious.
The dragon can breathe air and water.
Shapechanger.
Chartilifax can use his action to polymorph into a Medium humanoid form of an elf with a green hued skin or back into his true form. Without wings, Chartilifax loses his flying speed. Other than his size and speed, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed.

Actions

Multiattack.
The dragon makes three attacks: one with its bite and two with its claws.
Claw.
Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 7 (2d6) poison damage.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Poison Breath (Recharge 56).
The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Devourer of Flame.
When Chartilifax is hit by a fire based attack, spell or other such effect, it devours the flame, as if it was food, growing stronger. Instead of taking damage Chartilifax gains temporary hit points equal to half the fire damage and deals an additional 5 (2d4) fire damage on all its attacks, until the end of its next turn.

Abolethic Sovereignty