Rezmir

Description:
rezmir_sm_by_bryansyme-d7up4oi.jpg
Rezmir
Medium humanoid (half-black dragon), neutral evil
Armor Class 13 (15 with black dragon mask)
Hit Points 90 (12d8 +36)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 15 (+2) 12 (+1) 14 (+2)
Saving Throws SDex +6, Wis +4
Skills Arcana +5, Stealth +9
Damage Vulnerabilities -
Damage Resistances -
Damage Immunities acid
Condition Immunities Charmed, frightened
Senses blindsight 10ft., darkvision 120 ft., passive Perception 11
Languages Common, Draconic, Infernal, Giant, Netherese
Challenge 7 (2900 XP)
Special Traits
Special Equipment. Rezmir has the Black Dragon Mask, Hazirawn, and an insignia of claws
Amphibious. Rezmir can breathe air and water
Dark Advantage. Once per turn, Rezmir can deal an extra 10 (3d6) damage when she hits with weapon attack, provided Rezmir has advantage on the attack roll.
Draconic Majesty. While wearing no armor and wearing the Black Dragon Mask, Rezmir adds her Charisma bonus to her AC (included)
Immolation. When Rezmir is reduced to 0 hit points, her body disintegrates into a pile of ash
Legendary Resistance (1/day). If Rezmir fails a saving throw while wearing the Black dragon Mask, she can choose to succeed instead
Actions
Greatsword (Hazirawn). Melee Weapon Attack: + 9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) slashing damage plus 7 (2w6) necrotic damage. If the target is a creature, it can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success
Caustic Bolt. Ranged Spell Attack: +8 to hit, range 90 ft., one target Hit: 18 (4d8) acid damage
Acid Breath (Recharge 5-6). Rezmir breathes acid in a 30-foot line that ist 5 feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Legendary Actions
If she is wearing the Black Dragon Mask, Rezmir can take up to two legendary actions between each of her turns, taking the actions all at once or spreading them over the round. A legendary action can be taken only at the start or end of a turn. Rezmir has the following legendary actions options, some of which expend more than one action when taken:
2 Actions. A 15-foot radius of magical darkness extends from a point Rezmir can see within 60 feet of her and spreads around corners. The darkness lasts as long as Rezmir maintains concentration, up to 1 minute, A creature with darkvision can’t see through this darkness, and no natural light can illuminate it. If any of the area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
1 Action. Rezmir makes one melee attack
1 Action. Rezmir takes the Hide action
Bio:

Rezmir

Tyrannei der Drachen Brotos