Elizabeth Durst
tuviel023
(1,100 XP)
Robinloft Estimated
CR
4
Armor Class
14 (natural armor)
Hit Points
45 (6d8+18)
Speed
30 ft.
STR
16
(+3)
DEX
17
(+3)
CON
16
(+3)
INT
10
(+0)
WIS
13
(+1)
CHA
16
(+3)
Saving Throws
—
Skills
Perception +3, Stealth +5
Damage Resistances
necrotic; bludgeoning and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 13
Languages
Common
Environments
Stench (Undead Form Only).
Any creature that starts its turn within 5 ft. of Elizabeth Durst must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to Stench for 24 hours.
Turn Resistance.
The elizabeth durst has advantage on saving throws against any effect that turns undead.
Innate Spellcasting.
The elizabeth durst's innate spellcasting ability
is Charisma
(spell save DC 13,
+5 to hit with spell attacks).
It can innately cast the following spells,
requiring no material components:
At will:
detect magic,
chill touch,
arcanist's magic aura
1/day each:
bane,
ray of sickness,
counterspell
Actions
Claws.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 7 (2d6) necrotic damage.
Life Drain (Recharge 4–6).
Ranged Weapon Attack:+6, Range 30 ft
Hit: 12 (2d8+3) necrotic damage
Elizabeth Durst regains hit points equal to the amount of necrotic damage done by this attack.
Legendary Actions
The elizabeth durst can take 3 legendary actions
choosing from the options below.
Only one legendary action option can be used at a time
and only at the end of another creature's turn.
The elizabeth durst regains spent legendary actions
at the start of its turn.
Bile Spew.
Ranged Weapon Attack:+6, Range 15 ft
Hit: 4 (1d4+2) poison damage
Elizabeth Durst spews forth a froth of black bile at her target. The target must succeed on a DC 13 Constitution saving throw or be rendered blinded. The affected creature or any other creature can use an action to scrape the putrid substance from their eyes.
Grasping Claws.
Grasping skeletal hands erupt in a 10-foot radius centered on a point on the ground that the creature can see within 30 feet of it. Each target there must succeed on a DC 13 Dexterity saving throw or be restrained by the hands. A target can be freed if it or another target takes an action to make a DC 11 Strength check and succeeds. The skeletal hands crumble to dust when the restrained target is freed, Elizabeth Durst uses this lair action again, or when Elizabeth Durst dies.
Raise Dead (Costs 2 Actions).
Elizabeth Durst extends her will into the fetid water below. She raises 2 zombies and 1 ghoul.
Elizabeth Durst
Not yet described
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