Elara, Shrouded In Red | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Elara, Shrouded In Red CR: 69

Medium god, chaotic evil
Armor Class: 19 (natural armor)
Hit Points: 307
Speed: 40 ft

STR

17 +3

DEX

18 +4

CON

17 +3

INT

19 +4

WIS

20 +5

CHA

21 +5

Skills: darkvision 120 ft, passive Perception 18, telepathy 120 ft
Damage Vulnerabilities: piercing, radiant
Damage Resistances: acid, fire, bludgeoning, and slashing from nonmagical attacks
Damage Immunities: necrotic, psychic
Languages: All
Challenge Rating: 69

Control Blood Transmutation cantrip   Casting Time: 1 action   Range: 30 feet   Components: V, S   Duration: Instantaneous or 1 round (see below)   You target a living creature within range. The target must make a Constitution saving throw. On a failed saving throw, you cause one of the following effects to occur:   The creature bleeds from its eyes, ears, and nose until the end of its next turn. While bleeding, the creature has disadvantage on its Wisdom (Perception) checks. Until the end of the creature’s next turn, each time it takes damage from an attack that deals bludgeoning, piercing, or slashing damage, it takes an additional 1d4 necrotic damage from the attack. You increase the temperature of the creature’s blood. The creature takes 1d8 fire damage and it has disadvantage on the next attack roll it makes so long as the attack is made before the end of the creature’s next turn. You decrease the temperature of the creature’s blood. The creature takes 1d8 cold damage and its movement speed is halved until the end of the creature’s next turn. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.   Exsanguinate 1st-level necromancy spell   Casting Time: 1 action   Range: 30 feet   Components: V, S   Duration: Concentration, up to 1 minute   You target one living creature that you can see within range. The creature must make a Constitution saving throw. On a failed saving throw, you draw blood from the body of the creature; the creature takes 1d6 necrotic damage and one level of exhaustion. On a successful saving throw, the creature takes half as much necrotic damage and no exhaustion. On each subsequent turn, you can use your action to maintain the effect, forcing the creature to make another Constitution saving throw suffering the same results. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or it has total cover from you.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.   Dispel Magic 3rd level abjuration Casting Time: 1 action Range: 120 feet Target: One creature, object, or magical effect within range Components: V S Duration: Instantaneous Classes: Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.   At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.   Blight 4th level necromancy Casting Time: 1 action Range: 30 feet Target: A creature of your choice that you can see within range Components: V S Duration: Instantaneous Classes: Druid, Sorcerer, Warlock, Wizard Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.   At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.   Dissonant Whispers 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous   You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.   Stone Shape 4 transmutation Casting Time: 1 action Range: Touch Target: A stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension Components: V S M (Soft clay, which must be worked into roughly the desired shape of the stone object) Duration: Instantaneous Classes: Cleric, Druid, Wizard You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.   Vampiric Touch 3 necromancy Casting Time: 1 action Range: Self Target: A creature within your reach Components: V S Duration: Up to 1 minute Classes: Warlock, Wizard The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.   Conjure Elemental 5 conjuration Casting Time: 1 minute Range: 90 feet Target: A 10-foot cube within range Components: V S M (Burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water) Duration: Up to 1 hour Classes: Druid, Wizard You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The GM has the elemental’s statistics. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the Challenge rating increases by 1 for each slot level above 5th.   Contagion 5 necromancy Casting Time: 1 action Range: Touch Target: A creature within your reach Components: V S Duration: 7 days Classes: Cleric, Druid Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Actions

Slash. Melee attack: +7 to hit, +3 to damage, reach 10 ft, one target, hit 4d6 slashing damage Multiattack. Elara can make 2 slash attacks   Life Steal. The target must make a Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. Elara regains have the life it takes from the target.   Bite. Melee attack: +7 to hit, +3 to damage, reach 10 ft, one target, hit 4d8 slashing damage Multiattack. Elara can make 2 bite attacks

Reactions

Counterspell 3 abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Target: A creature in the process of casting a spell Components: S Duration: Instantaneous Classes: Sorcerer, Warlock, Wizard You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.   Reflect 5th-level abjuration Casting time: 1 reaction, which you take when you are targeted by spell or would be affected by a spell that creates an area of effect Range: 60 feet Components: S Duration: Instantaneous   You attempt to reflect a spell toward its caster in the process of casting said spell. If the creature is casting a spell of 5th level or lower that will affect you, the spell is reflected to the creature casting it, or centered on the creature if it has an area. If it is casting a spell of 6th level or higher, make an ability check using your spellcasting ability. The DC equals 12 + the spell’s level. On a success, the creature’s spell is reflected to the creature casting it, or centered on the creature if it has an area. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell is reflected if its level is less than or equal to the level of the spell slot you used.

Legendary Actions

3 actions per turn Slash. Melee attack: +7 to hit, +3 to damage, reach 10 ft, one target, hit 4d6 slashing damage, 1 action Multiattack. Elara can make 2 slash attacks   Bite. Melee attack: +7 to hit, +3 to damage, reach 10 ft, one target, hit 4d8 slashing damage, 1 action Multiattack. Elara can make 2 bite attacks   Life Steal. The target must make a Constitution saving throw, taking 4d6 necrotic damage on a failed save, or half as much damage on a successful one. Elara regains half the life it takes from the target., 2 actions

A menacing woman wearing the body of another. She has whatever features her host body has with glowing red eyes on top of it. On top of her head, she wears a crimson crown made of magic with a moon emblem, signifying her position as goddess. A terrifying blood red aura surrounds her.

Created by

Enderking.

Statblock Type

Monster

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