Medium aberration, chaotic evil
Armor Class: 16 (calcified scale growths)
Hit Points: 90 (12d8 + 36)
Speed: 40 ft., climb 20 ft.
Saving Throws: STR +12, CON +10
Skills: Athletics +6, Perception +2
Damage Resistances: Fire, Poison, Psychic
Condition Immunities: Frightened
Senses: Darkvision 60ft, Passive Perception 12
Challenge: 3 (700 XP)
Proficiency Bonus: +2
Proto-Draconic Mutation. Clem can use a bonus action to let out a burst of raw energy. Once per long rest, he can exhale a 15 ft. cone of toxic gas. Each creature in the area must make a DC 13 Con save, taking 21 (6d6) poison damage on a failed save, or half on a success.
Shard-Blood Regeneration. Regains 5 HP at the start of each turn unless he takes radiant damage.
Terrifying Presence (Recharge 5–6). Targets one creature who can see and hear him. That creature must make a DC 13 Wisdom save or be frightened for 1 minute. The target can repeat the save at the end of each of its turns.
Brutal Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.Hit: 13 (2d8 + 4) bludgeoning damage.
Shard Spines (Recharge 6). Launches a flurry of crystalline shards in a 30 ft. line (5 ft. wide). Each creature must make a DC 13 Dex save, taking 14 (4d6) piercing damage on a fail, or half on success.
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