Eberron - Rising from the Last War

(Joyce) #1
Restoring the Mark. Though she takes great pleasure
in fighting the dragons and elves who destroyed her
ancestors, Lady Illmarrow has a more important goal:
restoring her dragonmark and unlocking godlike pow­
ers. The agents of the Emerald Claw who serve her fight
either for the good of Karrnath or for personal gain,
but Illmarrow cares for nothing except increasing her
necromantic knowledge and finding a way to restore her
lost mark.

LADY lLLMARROW
Medium undead, neutral evil

Armor Class 19 (natural armor)
Hit Points 199 (2ld8 + 105)
Speed 30 ft., fly 40 ft.

STR
16 (+3)

DEX
16 (+3)

CON
20 (+5)

INT
27 (+8)

Saving Throws Con +12, Int +15, Wis +1 2

WIS
21 (+5)

CHA
24 (+7)

Skills Arcana +15, History +15, Insight +12, Perception +1 2
Damage Resistances cold, lightning
Damage Immunities necrotic, poison; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120 ft., passive perception 22
Languages Common, Draconic, Elvish
Challenge 22 (41,000 XP)


Legendary Resistance (3/Day). If lllmarrow fails a saving throw,
she can choose to succeed instead.
Magic Resistance. Ill marrow has advantage on saving throws
against spells and other magical effects.
Rejuvenation. Ill marrow's body turns to dust when she drops
to 0 hit points, and her equipment is left behind. She gains
a new body after ldlO days, regaining all her hit points and
becoming active again. The new body appears within two hun­
dred miles of the location at which she was destroyed.


Spellcasting. lll marrow is a 20th-level spellcaster. Her
spellcasting ability is Intelligence (spell save DC 23, +15 to
hit with spell attacks). Ill marrow has the following wizard
spells prepared:


Cantrips (at will): chill touch (see "Actions" below),.fire bolt,
mage hand, prestidigitation, ray of frost
lst level (4 slots): magic missile, shield, sleep
2nd level (3 slots): blur, detect thoughts, mirror image
3rd level (3 slots): animate dead, counterspell,fireball,jly,
lightning bolt
4th level (3 slots): blight, confusion, polymorph
5th level (3 slots): cloudkill, cone of cold, hold monster, scrying
6th level (2 slots): chain lightning, circle of death, create undead
7th level (2 slots): finger of death,forcecage, prismatic spray
8th level (l slot): incendiary cloud, maze
9th level (l slot) : power word kill, time stop


LADY ILLMARROW AND THE BLOOD OF VOL
The Blood of Vol and Lady Ill marrow are both legacies of
the line of Vol, but they aren't one and the same. As far as
the world knows, the line of Vol was exterminated. Follow­
ers of the Blood of Vol who have heard of Lady lllmarrow
believe that she's a champion of their faith, but they don't
worship or serve her. And the powers of priests of the
Blood ofVol don't come from Lady lllmarrow.

ACTIONS
Chill Touch (Cantrip). Ranged Spell Attack: + 15 to hit, range 120
ft., one creature. Hit: 18 (4d8) necrotic damage, and the target
can't regain hit points until the start of Ill marrow's next turn.
If the target is undead, it also has disadvantage on attack rolls
against lllmarrow until the end of her next turn.

Paralyzing Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one creature. Hit: 13 (3d6 + 3) slashing damage plus 10 (3d6)
cold damage, and the target must succeed on a DC 20 Consti­
tution saving throw or be paralyzed for l minute. The target
can repeat the saving throw at the end of each of its turns, end­
ing the effect on itself on a success.

Poison Breath (Recharge 5-6). Ill marrow exhales poisonous gas
in a 30-foot cone. Each creature in that area must make a DC
20 Constitution saving throw. On a failed save, a creature takes
35 (10d6) poison damage and is poisoned for l minute. While
poisoned in this way, the creature can't regain hit points. On a
successful save, the creature takes half as much damage and
isn't poisoned.
A humanoid reduced to 0 hit points by this damage dies and
rises at the start of Ill marrow's next turn as a zombie (see its
entry in the Monster Manual). The zombie acts immediately
after lllmarrow in the initiative count and is permanently under
her command, following her verbal orders.

LEGENDARY ACTIONS
Ill marrow can take 3 legendary actions, choosing from the op­
tions below. Only one legendary action option can be used at
a time and only at the end of another creature's turn. Ill marrow
regains spent legendary actions at the start of her turn.
Cantrip. Ill marrow casts a cantrip.
Paralyzing Claw. lllmarrow uses her Paralyzing Claw.
Frightening Presence (Costs 2 Actions). Ill marrow targets up
to three creatures she can see within 30 feet of her. Each
target must succeed on a DC 20 Wisdom saving throw or be
frightened for l minute. A frightened target can repeat the
saving throw at the end of each of its turns, ending the effect
on itself on a success. If a target's saving throw is successful
or the effect ends for it, the target is immune to I II marrow's
Frightening Presence for the next 24 hours.
Poison Breath (Costs 3 Actions). lllmarrow recharges her Poi­
son Breath and uses it.

CHAPTER 6 I FRIENDS AND FOES
297
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