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Nelisardrim Lair Actions

Nelisardrim, the Topaz Wizard, is more engaged with When fighting inside their lair, Nelisardrim can take
the mortal world than most other dragons—gemstone lair actions. On initiative count 20 (losing initiative ties),
or otherwise. Though they channel psionic power like Nelisardrim can take one lair action to cause one of the
all their kind, the young Nelisardrim has a particular following effects; they can’t use the same lair action two
fascination with mortal magic. They study it obsessively, rounds in a row:
collecting scrolls and tomes much like chromatic and Dust Disappearance. Nelisardrim turns into a cloud
metallic dragons hoard gold and gemstones. of gem dust and moves up to 30 feet, reforming in
Distracted and Friendly. To the mortal folk an unoccupied space they can see. While moving in
who interact with them, Nelisardrim resembles an this way, they can move through occupied spaces and
absentminded professor. They accumulate so much don’t provoke opportunity attacks. If Nelisardrim
lore that they spend all their time categorizing it in moves through a creature’s space, that creature must
their library and their head. And just when the dragon succeed on a DC 14 Constitution saving throw or be
has everything neatly filed away, they realize that one blinded until the end of their next turn.
treatise doesn’t fit any existing classification—and the Mind Over Magic. A shimmering globe of psionic
whole process must be redone from scratch. energy surrounds Nelisardrim. Until the end of
Nelisardrim’s natural curiosity makes them initiative count 20 on the next round, the dragon
approachable and easy to talk to, though they rarely give can’t be affected or detected by spells of 2nd level or
a straight answer to questions posed to them. It’s easy to lower unless they wish to be, they have advantage
assume the Topaz Wizard is an expert on everything, on saving throws against spells and other magical
considering how many books they possess, but the effects, and spell attack rolls made against them have
opposite is often true. Anything the young dragon disadvantage.
can think about can be defended with their extensive The Page is Mightier. A swirling vortex of books
references, but many of those references contradict appears in a 40-foot-high, 10-foot-radius cylinder
each other. centered on a point Nelisardrim can see within
Oops, Explosion. Brash and reckless, Nelisardrim 60 feet of them, and lasts until the end of initiative
enjoys experimenting with their magic items and tomes, count 20 on the next round. Any creature that enters
but this pursuit pairs poorly with their short attention the cylinder for the first time on a turn or starts their
span. The dragon has had to rebuild their lab more than turn there must succeed on a DC 14 Strength saving
once, and may the gods help them if they ever get their throw or take 10 (3d6) bludgeoning damage and be
claws on a cursed item. knocked prone.

Nelisardrim’s Lair
Nelisardrim organizes their hoard and experiments in
a mage’s tower that appears ruined from the outside.
Inside, though, the dragon has made every surface
shine and every doorway big enough for their large
form. The Topaz Wizard has reanimated a number of
old constructs found scattered about when the dragon
took over the tower, supplementing their missing limbs
with whatever was on hand. These beings work without
complaint through long days and nights, cataloguing all
Nelisardrim owns and serving as assistants and subjects
in the dragon’s experiments.

THE TALENT | Psionic Creatures 64

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