

This effect ends on the Initiative count 20 on the next round.

Nidhogg regains spent legendary actions at the start of its turn.Ĭast spell (Costs 2 actions). Only one legendary action option can be used at a time and only at the end of another creature's turn. Nidhogg can take 4 legendary actions, choosing from the options below. Each creature in that line must make a DC 25 Dexterity saving throw, taking 56 (16d6) fire damage and 45 (13d6) acid on a failed save, or half as much damage on a successful on a failed save. Nidhogg exhales acid and fire in a 125-foot line that is 30 feet wide.
#Nidhogg demo plus
Hit: 22 (9d4 + 5) slicing damage plus 12 (3d4) fire damage.īreath weapon (Recharge 5-6). Melee Weapon Attack: +18 to hit, reach 30/40 ft., one target. Hit: 24 (7d6 + 17) bludgeoning damage.Ĭlaws. Melee Weapon Attack: +18 to hit, reach 20 ft., 1 Target. Hit: 22 (4d10 + 15) piercing damage plus 21 (6d6) acid damage. Melee Weapon Attack: +18 to hit, range 5 ft., one target. one with his Bite, one with his Tail and Claws, then Nidhogg uses breath weapon he does do all of these each turn.īite. He can innately cast the following spells, requiring no material components: Nidhogg's innate spellcasting ability is Intelligence (Spell save DC 26, +18 to hit with spell attacks). Once a character succeeds on a saving throw against this ability, they become immune to it for 24 hours. If they fail by 5 or more, they suffer 1 level of insanity. of Nidhogg must succeed on a DC 24 Charisma save. When a creature starts its turn within 120 ft. If Nidhogg fails a saving throw, he can choose to succeed instead. Magical darkness doesn't impede Nidhogg's darkvision. A melee attack deals one extra die of its damage when Nidhogg hits with it (included in the attack).ĭevil sight. Languages Common, Draconic, Infernal Challenge 28 (1,0000,45 XP)īrute. Skills Athletics +17, Intimidation +14, Perception +7 Damage Resistances poison, necrotic, bludgeoning, piercing, and slashing from non-magical weapons not made of adamantine Damage Immunities fire, acid Condition Immunities poisoned, charmed, paralyzed Senses darkvision 120 ft., blindsight 60 ft, passive Perception 25, Saving Throws Constitution +17, Charisma +16, Wisdom +15.

Design Note: This content necessitates the use of the Levels of Insanity (5e Variant Rule) supplemental rule.Īrmor Class 23 Hit Points 655 (28d20+359) Speed 35 ft., fly 75 ft.
