Neronvain

(Rise of Tiamat)

Medium humanoid (elf), Neutral Evil

Armor Class17
Hit Points117 (18d8 + 36)
Speed30 ft.
STRDEXCONINTWISCHA
8 (-1) 17 (+3) 15 (+2) 16 (+3) 13 (+1) 18 (+4)
Saving ThrowsCon +5, Wis +4
SkillsArcana +6, Perception +4
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiespoison
Condition Immunitiescharmed; frightened; poisoned
Sensesdarkvision 60 ft., passive Perception 15
LanguagesCommon, Draconic, Elvish, Infernal
Challenge9

Traits

Draconic Majesty.

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

Fey Ancestry.

Magic can't put Neronvain to sleep.

Actions

Multiattack.

Neronvain makes two attacks, either with his shortsword or Eldritch Arrow.

Shortsword.

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 13 (3d8) poison damage.

Eldritch Arrow.

Ranged Spell Attack Roll: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) force damage plus 9 (2d8) poison damage.

Poisonous Cloud (2/Day).

Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned 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.