If Nokris doesn't have a valid Lair Action to use, he doesn't use one this round. Next round, he counts as not having used any Lair Actions last round, for the purpose of not being able to use the same Lair Action two rounds in a row. When encountered in his lair, Nokris has a challenge rating of 24 (62,000 XP). \pagebreak
lizardfolk warrior of incredible strength and skill. It's speculated that this ritual involves the strongest warriors from many neighboring tribes traveling to either a planar portal, or an area with strong ties to the elemental planes. Here, it is suspected that some kind of trial takes place, killing the participants until only one survives, who then emerges not only strengthened, but empowered by the very elemental planes themselves. ___ ___ > ## Elemental Champion >*Large humanoid (lizardfolk), chaotic neutral* >___ >**Armor Class** 15 (natural armor) >**Hit Points** 142 (15d10 + 60) >**Speed** 35 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:-:|:-:|:-:|:-:|:-:|:-:| >|20 (+5)|12 (+1)|18 (+4)|6 (-2)|13 (+1)|12 (+1)| >___ >**Saving Throws** Str +8, Con +7, Wis +4 >**Skills** Athletics +8, Intimidation +4, Perception +4, Survival +4 >**Senses** passive Perception 14 >**Languages** Draconic, Primordial >**Challenge** 8 (3,900 XP) >___ > >***Elemental Form (Recharge 4–6).*** The lizardfolk can use a bonus action to transform into an embodiment of either elemental fire or elemental ice, or back into its true form, which is humanoid. Its statistics, other than its damage immunities and vulnerabilities are the same in each form. The lizardfolk's armor and greatclub transform with it, taking on characteristics of the element it embodies. Any other equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. > While in fire form, the lizardfolk is immune to fire damage and vulnerable to cold damage, and these are reversed while in ice form. When the lizardfolk changes back into its normal form from an elemental form, it regains 11 (2d10) hit points, and gains 11 (2d10) temporary hit points. > >***Elemental Aura (Fire or Ice Form Only).*** At the start of each of the lizardfolk's turns, each creature within 5 feet of it takes 7 (2d6) damage. The damage dealt by this trait is fire damage while the lizardfolk is in fire form, or cold damage while in ice form. > >***Brave.*** The lizardfolk has advantage on saving throws against being frightened. > >***Hold Breath.*** The lizardfolk can hold its breath for 15 minutes. > >### Actions > >***Multiattack.*** The lizardfolk makes two attacks: one with its bite, and one with its greatclub. > >***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) piercing damage plus 17 (5d6) acid damage. If the champion is assuming either its fire or ice form, the acid damage is replaced with fire or cold damage, respectively. > >***Champion's Greatclub.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage. If the champion is assuming either its fire or ice form, the target takes an additional 10 (3d6) damage of either fire or cold types, respectively. > >***Breath Weapon (Recharges After a Short or Long Rest).*** The lizardfolk exhales a deadly elemental plume in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) damage on a failed save, or half as much damage on a successful one. The damage dealt by this action is fire in fire form, cold in ice form, or acid in normal form. \pagebreak ### Astral Scout *Suggested by Twitch viewer @BobChao87, based on NASA's Opportunity rover, which was [declared lost today](https://www.apnews.com/868e731d260f4919b28218dcf345071f). RIP, our wonderful robot friend.* The astral scout is a construct built for, as its name implies, exploring the uncharted reaches of the astral plane. The construct's creator can send the magical machine to any plane they can adequately describe, and once it is there, they can view the potentially inhospitable realm through the safety of the scout's remote viewing capability. While the scout doesn't really possess much capacity for combat, or even defense, its value as an observer of worlds that would be otherwise unobservable can't be overstated. It's not unheard of for a mage to become sentimentally attached to their little machine, despite its decided lack of capacity for emotion or even speech. Some old wizards have even admitted to risking their own lives to recover a damaged astral scout: an act that is, ironically, exactly counter to its intended purpose. ***Blind Obedience.*** When its creator has given it a clear command, an astral scout performs flawlessly. If the scout is left without instructions, or if it completes all instructions given to it, it continues to follow its last orders to the best of its ability. When it can’t fulfill its orders, an astral scout stands idle until given a new command. An astral scout that has been given conflicting orders sometimes alternates between them. ***Constructed Nature.*** An astral scout doesn’t require air, food, drink, or sleep.