Athletics: +1
Acrobatics: -2
Sleight of Hand: -2
Stealth: +3
Arcana: +1
History: +1
Investigation: +1
Nature: +1
Religion: +1
Animal Handling: -2
Insight: +0
Medicine: -2
Perception: -2
Survival: -1
Deception: +4
Intimidation: +0
Performance: +0
Persuasion: +0
Common
Elvish
Gnomish
Orc
Walk: 25ft.
Flintlock Pistol: 4d8-2 Piercing, 30/90 range, Loading, Jamming: On an attack roll of 1, the gun jams and requires an action to clear before it can be fired again..
Darkvision: 40ft.
Tremorsense: 5ft.
Advanced Telepathy: The Gnome can perceive the content of any telepathic communication used within 15 feet of it, and it can't be surprised by creatures with any form of telepathy.
Probing Telepathy: If a creature communicates telepathically with The Regal Devourer, The Regal Devourer learns the creature's greatest desires if The Regal Devourer can see the creature.
Mimicry: The Regal Devourer can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Reckless: At the start of its turn, The Regal Devourer 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.
Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 14.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Entangling Vines: The Regal Devourer causes vines to sprout from the ground and entangle creatures in the area. Each creature must succeed on a DC 14 Strength saving throw or be restrained until the end of its next turn.
Grasping Plants: The lair causes roots and vines to temporarily grow. until initiative count 20 on the next round, the ground within 20 feet of The Regal Devourer is difficult terrain. The Regal Devourer is immune to this effect.
Ink Splash: The Regal Devourer splashes magical ink that spreads across the floor in a 20-foot radius centered on a point within the lair. The area becomes difficult terrain, and any creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC14 Dexterity saving throw or be restrained by the sticky ink until the end of its next turn.
Mental Manipulation: The Regal Devourer attempts to dominate one creature it can see within its lair. The target must succeed on a DC 12 Wisdom saving throw or be charmed by the The Regal Devourer until initiative count 20 on the next round.
The Regal Devourer has an effect on its domains that may include any of the following magical effects:
Eternal Masterpiece: Within a mile of The Regal Devourer's domain, every place seems to contain an hipnotic, absorving artwork (Melodies in the wind, colors in the shadows, or essences blooming in petals. Creatures pausing to admire the beauty find themselves enthralled (DC 14 Wisdom saving throw), losing focus on their tasks for 1 minute. Creatures affected are drwan toward the source.
If The Regal Devourer dies, these effects dissipate during the next 10 days.
You might think I'm a scholar, but I love a good brawl. These fists were made for punching.
My hatred of my enemies is blind and unreasoning.
Glory. I must earn glory in battle, for myself and my clan.
After one last job, I will retire from the business.