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Monster

Neronvain

Medium Humanoid · Neutral Evil

The Rise of Tiamat Page 91
Armor Class 17
Hit Points 117 (18d8 + 36)
Speed Walk 30 ft.
CR 9
STR 8 -1
DEX 17 +3
CON 15 +2
INT 16 +3
WIS 13 +1
CHA 18 +4

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 Weapon Attack +7 to hit, reach 5 ft., one target. 6 () Piercing damage plus 13 () Poison damage.

Eldritch Arrow

Ranged Spell Attack +7 to hit, range 120 ft., one target. 11 () Force damage plus 9 () 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 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.
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