Gnome Cunning. Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic
Innate Spellcasting. Spellix's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fire bolt*, mage hand, shocking grasp*
3/day: silent image
1/day each: chromatic orb, crown of madness, shield
*See Actions below.
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit (with advantage on the attack roll if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: 4 (1d8) lightning damage, and the target can't take reactions until the start of its next turn.
Fire Bolt (Cantrip). Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Ice Walk. Arveiaturace can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Legendary Resistance (3/Day). If Arveiaturace fails a saving throw, it can choose to succeed instead.
Multiattack. Arveiaturace can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence. Each creature of Arveiaturace's choice that is within 120 feet of Arveiaturace and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Arveiaturace's Frightful Presence for the next 24 hours.
Cold Breath (Recharge 5–6). Arveiaturace exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Arveiaturace can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Arveiaturace regains spent legendary actions at the start of their turn.
Detect. Arveiaturace makes a Wisdom (Perception) check.
Tail Attack. Arveiaturace makes a tail attack.
Wing Attack (Costs 2 Actions). Arveiaturace beats its wings. Each creature within 15 feet of Arveiaturace must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Arveiaturace can then fly up to half its flying speed.
From this usurped office, he coordinates all cult activities in Ten-Towns. It's a role he carved out for himself by asserting that he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning fireplace and drawing inspiration from its crackling flames. The slightest disturbance upsets him.
Kadroth appreciates the wisdom of maintaining the illusion that Speaker Crannoc Siever is still in charge, if only to keep Caer-Dineval's townsfolk from becoming restless. Thus, when necessary, Kadroth has the town speaker brought to his office to sign official documents.
Dark Devotion. Kadroth has advantage on saving throws against being charmed or frightened.
Innate Spellcasting. Kadroth's innate spellcasting ability is Charisma (spell save DC 12). Kadroth can innately cast the following spells, requiring no material components:
At will: thaumaturgy
1/day each: darkness, hellish rebuke
Spellcasting. Kadroth is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Kadroth has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Multiattack. Kadroth makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
Duergar Resilience. Nildar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Sunlight Sensitivity. While in sunlight, Nildar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, Nildar magically increases in size, along with anything it is wearing or carrying. While enlarged, Nildar is Large, doubles his damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Nildar lacks the room to become Large, it attains the maximum size possible in the space available.
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Invisibility (Recharges after a Short or Long Rest). Nildar magically turns invisible until he attacks, casts a spell, or uses its Enlarge, or until his concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Nildar wears or carries is invisible with him.
Duergar Resilience. Durth has advantage on saving throws against spells and the charmed, paralyzed, and poisoned conditions.
Sunlight Sensitivity. While in sunlight, Durth has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. Durth makes two Mind-Poison Dagger attacks. He can replace one attack with a use of Mind Mastery.
Mind-Poison Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage, or 1 piercing damage plus 10 (3d6) psychic damage while under the effect of Reduce.
Invisibility (Recharge 4–6). Durth magically turns invisible for up to 1 hour or until he attacks, he forces a creature to make a saving throw, or his concentration is broken (as if concentrating on a spell). Any equipment Durth wears or carries is invisible with him.
Mind Mastery. Durth targets one creature it can see within 60 feet of him. The target must succeed on a DC 12 Intelligence saving throw, or Durth causes it to use its reaction, if available, either to make one weapon attack against another creature Durth can see or to move up to 10 feet in a direction of Durth's choice. Creatures that can't be charmed are immune to this effect.
Reduce (Recharges after a Short or Long Rest). For 1 minute, Durth magically decreases in size, along with anything he is wearing or carrying. While reduced, Durth is Tiny, reduces his weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. He gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to his AC. He can also take a bonus action on each of his turns to take the Hide action.
Spellcasting (Humanoid Form Only). Ravisin is a 9th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, resistance
1st level (4 slots): animal friendship, fog cloud, speak with animals
2nd level (3 slots): animal messenger, moonbeam, pass without trace
3rd level (3 slots): conjure animals, sleet storm, wind wall
4th level (3 slots): hallucinatory terrain, ice storm
5th level (1 slot): awaken
Multiattack. Ravisin makes two melee attacks.
Ice Sickle (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 5 (2d4) cold damage.
Maul (Beast Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Change Shape. Ravisin magically polymorphs into a beast form—fox, mountain goat, owl, or wolf—or back into her humanoid form. Any equipment she is wearing or carrying is absorbed or borne by the beast form (Ravisin's choice). She reverts to her humanoid form when she dies. Ravisin's statistics are the same in each form, except where noted in this stat block.
Pack Tactics. Trex has advantage on an attack roll against a creature if at least one of Trex's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sunlight Sensitivity. While in sunlight, Trex has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1 (1d6 - 2) piercing damage.
Special Equipment. Avarice wields a staff of frost with 10 charges (see Actions below).
Icy Doom. When Avarice dies, her corpse freezes for 9 days, during which time it can't be thawed, harmed by fire, animated, or raised from the dead.
Spellcasting. Avarice is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt (see Actions below), mage hand, message, minor illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): banishment, fire shield
5th level (2 slots): Bigby's hand, Rary's telepathic bond
Fire Bolt (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Staff of Frost. While holding this staff, Avarice can expend 1 or more of its charges to cast one of the following spells from it (spell save DC 14): cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 charges daily at dawn. If its last charge is expended, roll a d20, on a 1, the staff turns to water and is destroyed.
Reactions
Banishing Rebuke (Recharges after a Long Rest). When Avarice is damaged by a creature that she can see within 60 feet of her, she can banish that creature to a frigid extradimensional prison for 1 minute. While there, the creature is incapacitated and takes 5 (1d10) cold damage at the start of each of its turns. At the end of each of its turns, the creature can make a DC 14 Charisma saving throw, escaping the prison on a success and reappearing in the space it left or in the nearest unoccupied space if that space is occupied. A creature that dies in the prison is trapped there indefinitely.
Spellcasting. The simulacrum is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash*, light, minor illusion, shocking grasp*
1st level (2 slots): detect magic, disguise self, magic missile*
2nd level (2 slots): invisibility, levitate, phantasmal force
*See Actions below.
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit, reach 5 ft., one creature (the attack roll has advantage if the target is wearing armor made of metal). Hit: 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn.
Acid Splash (Cantrip). The simulacrum hurls a bubble of acid at one creature it can see within 60 feet of it, or at two such creatures that are within 5 feet of each other. A target must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage.
Magic Missile (1st-Level Spell, Requires a Spell Slot). The simulacrum creates three darts of magical force. Each dart unerringly strikes one creature the simulacrum can see within 120 feet of it, dealing 3 (1d4 + 1) force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart.
Spellcasting. Prisoner 237 is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): light*, message*, prestidigitation, shocking grasp (see Actions below)
1st level (4 slots): mage armor*, shield, sleep
2nd level (3 slots): arcane lock*, detect thoughts*, suggestion*
3rd level (2 slots): counterspell, lightning bolt*
*Prisoner 237 needs material components to cast these spells.
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit (with advantage on the attack if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target can't take reactions until the start of its next turn.
Rampage. When Chyzka reduces a creature to 0 hit points with a melee attack on its turn, Chyzka can take a bonus action to move up to half its speed and make a bite attack.
Multiattack. The gnoll makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Neutral Evil
Cold Regeneration. If the temperature around him is 0 degrees Fahrenheit or lower, Sephek regains 5 hit points at the start of his turn. If he takes fire damage, this trait doesn't function at the start of Sephek's next turn. Sephek dies only if he starts his turn with 0 hit points and doesn't regenerate.
Innate Spellcasting. Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma.
Multiattack. Sephek attacks twice with a weapon.
Ice Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if Sephek uses the weapon with two hands, plus 5 (2d4) cold damage.
Ice Dagger. Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) cold damage.