Medium Fiend (Demon), Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 70 (12d8 + 20)
Speed 40 ft., Walk 25 ft.
STR
14 (+2)
DEX
18 (+4)
CON
14 (+2)
INT
20 (+5)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +6, INT +7, WIS +6
Damage Vulnerabilities Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened
Senses Truesight, Passive Perception 16
Languages Elder Tongue
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spellcasting. Valravn is a 1st-level spellcaster. His spellcasting ability is [intelligence] (spell save DC 15, +5 to hit with spell attacks). Valravn has following [wizard] spells prepared: 

Cantrips (at will): [Minor illusion] 
1st level (3 slots): [Silent image], [Disguise self] 

Actions

Multi-attack. Valravn may make two attacks with his sickles from either melee, range or both.

Sickle Melee Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 6) [slashing] damage. 

Sickle Ranged Attack. RangedWeapon Attack: +6 to hit, range 20/40 ft., one target. Hit: 5 (1d4 + 6) [slashing] damage.

Legendary Actions

Valravn may use a legendary action at the end of a different turn. He has 2 legendary actions that are restored at the beginning of his turn.

Master of illusions(Costs 2 Actions). Valravn may cast an illusory spell.

Shadowed retreat(Costs 1 Action). Valravn can move up to his movement, or may fly up to his fly speed.

Behind the Veil(Costs 2 Actions). Valravn disappears from vision and takes refuge in his illusions, teleporting up to 20 ft. and remaining invisible until the start of his turn or until he hit. Succeeding on a DC 15 perception check will reveal his true location.

Description

This monstrosity from ages long past inhabits the mirror within an ancient ruin. Coated in oily black raven feathers and loose decaying cloth, the visage of this humanoid raven watches silently from its perch above the clearing, its white raven skulled head watching ever patiently as its prey traverses underneath.

Lair and Lair Actions

Dark moonlit forest beyond the mirror, the air is cold and still here.The full moon above this forest provides enough light to see clearly, but all coloration here seems to lose its potency leaving the landscape a dull husk.

Lair Actions

On initiative count 11(losing initiative ties), Valravn takes a lair action to cause one of the following effects; Valravn can’t use the same effect two rounds in a row:

  • Ravens begin to scream in the surrounding wood, causing those who hear to momentarily lose their sense of reality. On a failed wisdom saving throw (DC 12) those affected have disadvantage on their next attack roll.
  • 1d4 illusory ravens appear, and begin to attack the closest target. These ravens roll their own initiative and attack with Valravn’s spell attack modifier, and deal 1 point of psychic damage. They may be dispelled from a strike or from anyone’s perception beating Valravn’s spell DC (15)
  • 2 servants of Valravn appear from the shadowed wood, ready to aid in their masters protection.

Regional Effects

The region containing Valravn’s lair is a pocket dimension, which creates one or more of the following effects:

  • The reality beyond the mirror is largely unreal
  • Certain aspects or reality may or may not exist

If the Valravn dies, these effects fade almost instantaneously. The illusions fade and the landscapes true form is revealed. After all things living exit the mirror or after 1 day, the mirror becomes a mundane mirror with no additional properties.

Habitat: Forest

PeanutSlayer

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