Wednesday, June 18, 2025

Generic Humanoids

 Generic Humanoids


Tier 1 (Levels 1-4) Generic Humanoids

  • Humanoid Warrior
    • CR 1/4 Medium humanoid (any race), any alignment Armor Class 15 (chain shirt) Hit Points 13 (3d8) Speed 30 ft.
    • STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 11 (+0) WIS 11 (+0) CHA 12 (+1)
    • Skills Perception +2, Stealth +4 Senses passive Perception 12 Languages Common Challenge 1/4 (50 XP)
    • Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
    • Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Humanoid Scout

  • CR 1 Medium humanoid (any race), any alignment Armor Class 12 Hit Points 27 (6d8) Speed 30 ft.
  • STR 10 (+0) DEX 15 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses passive Perception 16 Languages Common, plus any one additional language Challenge 1 (200 XP)
  • Cunning Action. On each of its turns, the humanoid can use a bonus action to take the Dash, Disengage, or Hide action.
  • Sneak Attack (1/Turn). The humanoid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the humanoid that isn't incapacitated and the humanoid doesn't have disadvantage on the attack roll.
  • Actions Multiattack. The humanoid makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Humanoid Berserker
  • CR 2 Medium humanoid (any race), any chaotic alignment Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27)
  • Speed 30 ft. STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1)
  • Senses passive Perception 10 Languages Common Challenge 2 (450 XP)
  • Reckless. At the start of its turn, the humanoid can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
  • Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Priest
  • CR 2 Medium humanoid (any race), any alignment Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 30 ft.
  • STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
  • Skills Medicine +7, Persuasion +3, Religion +5 Senses passive Perception 13 Languages any two languages Challenge 2 (450 XP)
  • Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
  • Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
    • Cantrips (at will): light, sacred flame, thaumaturgy
    • 1st level (4 slots): cure wounds, guiding bolt, sanctuary
    • 2nd level (3 slots): lesser restoration, spiritual weapon
    • 3rd level (2 slots): dispel magic, spirit guardians
  • Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage

  • Humanoid Warrior

  • CR 3 Medium humanoid (any race), any alignment Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft.
  • STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
  • Saving Throws Con +4, Wis +2 Senses passive Perception 10 Languages Common Challenge 3 (700 XP)
  • Brave. The humanoid has advantage on saving throws against being frightened.
  • Actions Multiattack. The humanoid makes two melee attacks.
  • Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  • Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
  • Leadership (Recharges after a Short or Long Rest). For 1 minute, the humanoid can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the humanoid. A creature can benefit from only one Leadership die at a time. This effect ends if the humanoid is incapacitated.
  • Reactions Parry. The humanoid adds 2 to its AC against one melee attack that would hit it. To do so, the humanoid must see the attacker and be wielding a melee weapon.
Veteran
  • CR 3 Medium humanoid (any race), any alignment Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft.
  • STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
  • Skills Athletics +5, Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 3 (700 XP)
  • Actions Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.
  • Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
  • Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
  • Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.


Tier 2 (Levels 5-10) Generic Humanoids

  • Humanoid Elite Warrior
    • CR 5 Medium humanoid (any race), any alignment Armor Class 18 (studded leather, shield) Hit Points 71 (11d8 + 22) Speed 30 ft.
    • STR 13 (+1) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)
    • Saving Throws Dex +7, Con +5, Wis +4 Skills Perception +4, Stealth +10 Senses passive Perception 14 Languages Common Challenge 5 (1800 XP)
    • Actions Multiattack. The humanoid makes two shortsword attacks.
    • Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
    • Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
    • Reactions Parry. The humanoid adds 3 to its AC against one melee attack that would hit it. To do so, the humanoid must see the attacker and be wielding a melee weapon.
Humanoid Mage
  • CR 6 Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft.
  • STR 9 (-1) DEX 14 (+2) CON 11 (+0) INT 17 (+3) WIS 12 (+1) CHA 11 (+0)
  • Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages Common, plus any three additional languages Challenge 6 (2300 XP)
  • Spellcasting. The humanoid is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The humanoid has the following wizard spells prepared:
    • Cantrips (at will): fire bolt, light, mage hand, prestidigitation
    • 1st level (4 slots): detect magic, mage armor, magic missile, shield
    • 2nd level (3 slots): misty step, suggestion
    • 3rd level (3 slots): counterspell, fireball, fly
    • 4th level (3 slots): greater invisibility, ice storm
    • 5th level (1 slot): cone of cold
  • Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Humanoid Assassin
  • CR 8 Medium humanoid (any race), any non-good alignment Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft.
  • STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 10 (+0)
  • Saving Throws Dex +6, Int +4 Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9 Damage Resistances poison Senses passive Perception 13 Languages Common, Thieves' cant plus any two languages Challenge 8 (3900 XP)
  • Assassinate. During its first turn, the humanoid has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the humanoid scores against a surprised creature is a critical hit.
  • Evasion. If the humanoid is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the humanoid instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
  • Sneak Attack. Once per turn, the humanoid deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the humanoid that isn't incapacitated and the humanoid doesn't have disadvantage on the attack roll.
  • Actions Multiattack. The humanoid makes two shortsword attacks.
  • Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
  • Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Humanoid High Priest/Priestess
  • CR 8 Medium humanoid (any race), any alignment Armor Class 16 (scale mail) Hit Points 71 (13d8 + 13) Speed 30 ft.
  • STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 17 (+3) CHA 18 (+4)
  • Saving Throws Con +4, Wis +6, Cha +7 Skills Insight +6, Perception +6, Religion +4, Stealth +5 Senses passive Perception 16 Languages Common, plus any one additional language Challenge 8 (3900 XP)
  • Spellcasting. The humanoid is a 10th-level spellcaster. Its spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The humanoid has the following cleric spells prepared:
    • Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy
    • 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
    • 2nd level (3 slots): lesser restoration, protection from poison, web
    • 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic
    • 4th level (3 slots): divination, freedom of movement
    • 5th level (2 slots): insect plague, mass cure wounds
  • Actions Multiattack. The humanoid makes two scourge attacks.
  • Scourge. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.
Humanoid Champion/Knight
  • CR 8 Medium humanoid (any race), any alignment Armor Class 18 (plate) Hit Points 91 (14d8 + 28) Speed 30 ft.
  • STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 14 (+2) WIS 14 (+2) CHA 15 (+2)
  • Saving Throws Con +5, Int +5, Wis +5 Senses passive Perception 12 Languages Common Challenge 8 (3900 XP)
  • Innate Spellcasting (Psionics). The humanoid's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:
    • At will: mage hand (the hand is invisible)
    • 3/day each: jump, misty step, nondetection (self only), tongues
    • 1/day each: plane shift, telekinesis
  • Actions Multiattack. The humanoid makes two longsword attacks.
  • Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tier 3 (Levels 11-16) Generic Humanoids

  • Humanoid Shadowblade

    • CR 11 Medium Humanoid (any race), any alignment Armor Class 17 (studded leather) Hit Points 150 (20d8 + 60) Speed 30 ft.
    • STR 14 (+2) DEX 21 (+5) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 13 (+1)
    • Saving Throws Dex +9, Con +7, Wis +6 Skills Perception +6, Stealth +9 Senses darkvision 60 ft. (if applicable by race), passive Perception 16 Languages Common, plus any one additional language Challenge 11 (7200 XP) Proficiency Bonus +4
    • Devil's Sight (Optional). Magical darkness doesn't impede the humanoid's darkvision.
    • Actions Multiattack. The humanoid makes three Shadow Sword attacks.
    • Shadow Sword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 10 (3d6) necrotic damage.
    • Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
    • Spellcasting. The humanoid casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
      • At will: minor illusion
      • 1/day each: darkness, disguise self
    • Bonus actions Shadow Step. When in dim light or darkness, the humanoid can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.
  • Humanoid Archmage 

    • CR 12 Medium humanoid (any race), any alignment Armor Class 12 (15 with mage armor) Hit Points 99 (18d8 + 18) Speed 30 ft.
    • STR 10 (+0) DEX 14 (+2) CON 12 (+1) INT 20 (+5) WIS 15 (+2) CHA 16 (+3)
    • Saving Throws Int +9, Wis +6 Skills Arcana +13, History +13 Damage Resistances damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin) Senses passive Perception 12 Languages Common, plus any five additional languages Challenge 12 (8400 XP)
    • Magic Resistance. The humanoid has advantage on saving throws against spells and other magical effects.
    • Spellcasting. The humanoid is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The humanoid can cast disguise self and invisibility at will and has the following wizard spells prepared:
      • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
      • 1st level (4 slots): detect magic, identify, mage armor*, magic missile
      • 2nd level (3 slots): detect thoughts, mirror image, misty step
      • 3rd level (3 slots): counterspell, fly, lightning bolt
      • 4th level (3 slots): banishment, fire shield, stoneskin*
      • 5th level (3 slots): cone of cold, scrying, wall of force
      • 6th level (1 slot): globe of invulnerability
      • 7th level (1 slot): teleport
      • 8th level (1 slot): mind blank*
      • 9th level (1 slot): time stop
      • * The humanoid casts these spells on itself before combat.
    • Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Humanoid Master Inquisitor 

    • CR 14 Medium Humanoid (Cleric, any race), any alignment Armor Class 16 (breastplate) Hit Points 149 (23d8 + 46) Speed 30 ft.
    • STR 11 (+0) DEX 15 (+2) CON 14 (+2) INT 16 (+3) WIS 21 (+5) CHA 20 (+5)
    • Saving Throws Con +7, Wis +10, Cha +10 Skills Insight +10, Perception +10, Religion +8, Stealth +7 Condition Immunities frightened Senses passive Perception 20 Languages Common, plus any two additional languages Challenge 14 (11500 XP) Proficiency Bonus +5
    • Discern Lie. The inquisitor knows when a creature speaks a lie.
    • Actions Multiattack. The inquisitor makes two Death Lance attacks.
    • Death Lance. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 minute. While poisoned, the target can't regain hit points. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Spellcasting. The inquisitor is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The inquisitor has the following cleric spells prepared:
      • Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm
      • 7th level (1 slot): divine word
      • 8th level (1 slot): holy aura
      • 9th level (1 slot): gate
    • Bonus actions Spectral Dagger (Recharges after a Short or Long Rest). The inquisitor conjures a spectral dagger in its hand. For 1 minute, this dagger counts as a magic weapon that deals 2d8 psychic damage on a hit. Once per turn, when the inquisitor hits with the dagger, it can choose to add 3d6 necrotic damage to the hit.

Tier 4 (Levels 17-20) Generic Humanoids

  • Humanoid Grand Consort 

    • CR 18 Medium Humanoid (any race, Wizard), any alignment Armor Class 15 Hit Points 240 (32d8 + 96) Speed 30 ft.
    • STR 15 (+2) DEX 20 (+5) CON 16 (+3) INT 18 (+4) WIS 15 (+2) CHA 18 (+4)
    • Saving Throws Dex +11, Con +9, Cha +10 Skills Acrobatics +11, Athletics +8, Perception +8, Stealth +11 Senses passive Perception 18 Languages Common, plus any two additional languages Challenge 18 (20000 XP) Proficiency Bonus +6
    • Actions Multiattack. The humanoid makes two Scimitar attacks and uses Arcane Eruption.
    • Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage plus 7 (2d6) poison damage.
    • Arcane Eruption (Recharge 5–6). The humanoid creates a burst of magical energy in a 20-foot radius centered on itself. Each creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.
    • Spellcasting. The humanoid is a 17th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The humanoid has the following wizard spells prepared:
      • Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
      • 1st level (4 slots): detect magic, magic missile, shield, thunderwave
      • 2nd level (3 slots): hold person, misty step, suggestion
      • 3rd level (3 slots): counterspell, fireball, fly
      • 4th level (3 slots): greater invisibility, ice storm, wall of fire
      • 5th level (3 slots): cloudkill, cone of cold, dominate person
      • 6th level (1 slot): chain lightning, globe of invulnerability
      • 7th level (1 slot): finger of death, teleport
      • 8th level (1 slot): feeblemind, mind blank
      • 9th level (1 slot): meteor swarm
    • Reactions Protective Shield (3/Day). When another creature attacks a creature within 30 feet of the humanoid, the humanoid can use its reaction to impose disadvantage on the attack roll.
  • Humanoid High Matriarch/Patriarch 

    • CR 20 Medium Humanoid (Cleric, any race), any alignment Armor Class 17 (half plate) Hit Points 247 (33d8 + 99) Speed 30 ft.
    • STR 12 (+1) DEX 18 (+4) CON 16 (+3) INT 17 (+3) WIS 21 (+5) CHA 22 (+6)
    • Saving Throws Con +9, Wis +11, Cha +12 Skills Insight +11, Perception +11, Religion +9, Stealth +10 Condition Immunities charmed, frightened, poisoned Senses passive Perception 21 Languages Common, plus any two additional languages Challenge 20 (25000 XP) Proficiency Bonus +6
    • Special Equipment. The matriarch/patriarch wields a Magic Staff and a Rod of Retribution.
    • Actions Multiattack. The matriarch/patriarch makes two attacks with its Magic Staff or Rod of Retribution. It can also use Divine Flame.
    • Magic Staff. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) radiant or necrotic damage (user's choice). If the target is a creature, it must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
    • Rod of Retribution. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 3 (1d6) bludgeoning damage plus 7 (2d6) force damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be weakened (disadvantage on attack rolls) for 1 minute. The weakened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    • Divine Flame (2/Day). The matriarch/patriarch targets one creature it can see within 60 feet of it. The target must make a DC 20 Dexterity saving throw, taking 45 (10d8) fire or radiant damage on a failed save, or half as much damage on a successful one.
    • Spellcasting. The matriarch/patriarch is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The matriarch/patriarch has the following cleric spells prepared:
      • Cantrips (at will): guidance, light, sacred flame, thaumaturgy, toll the dead
      • 1st level (4 slots): bane, command, detect magic, sanctuary
      • 2nd level (3 slots): hold person, spiritual weapon, zone of truth
      • 3rd level (3 slots): bestow curse, dispel magic, spirit guardians
      • 4th level (3 slots): banishment, compulsion, guardian of faith
      • 5th level (3 slots): contagion, flame strike, geas
      • 6th level (1 slot): harm, planar ally
      • 7th level (1 slot): divine word, resurrection
      • 8th level (1 slot): holy aura, earthquake
      • 9th level (1 slot): gate, true resurrection
    • Bonus actions Divine Favor (Recharge 4-6). The matriarch/patriarch can sacrifice up to 5 hit points per spell slot level to cast a spell of that level. These hit points can't be restored until the start of the matriarch/patriarch's next turn. (Renamed Lolth's Fickle Favor)
    • Summon Ally (1/Day). The matriarch/patriarch magically summons a celestial, fiend, or elemental of challenge rating 5 or lower. The summoned creature appears in an unoccupied space within 60 feet of the matriarch/patriarch, acts as an ally of its summoner, and can't summon other creatures. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. (Generalized Summon Servant)
    • Legendary actions The matriarch/patriarch 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 matriarch/patriarch regains spent legendary actions at the start of its turn.
      • Compel. The matriarch/patriarch targets one creature within 60 feet of it that it can see. The creature must succeed on a DC 20 Wisdom saving throw or be charmed by the matriarch/patriarch until the end of the matriarch/patriarch's next turn.
      • Staff Attack. The matriarch/patriarch makes one Magic Staff attack.
      • Cast a Spell (Costs 2 Actions). The matriarch/patriarch casts a spell from its list, using a spell slot.

Valeria: In the Beginning

  Valeria Creation Myth In the shimmering void before time truly began, before the whisper of wind or the roar of oceans, stood the V...