Fiendish Weapons. The Valmor's weapon attacks are magical and deal an extra 16 (3d10) fire damage on a hit (included in the attacks).
Magic Resistance. The Scourge has advantage on saving throws against spells and other magical effects.
Fey Ancestry. The Scourge cannot be magically put to sleep and is immune to charm effects. Also, the Valmor is incapable of telling a direct lie, but is perfectly willing to mislead.
Elven Dark Magic. The Scourge knows the secrets of dark elven magic. Charisma is their spell casting ability. They are a seventh level spell caster and their Spell DC is 16.
Cantrips (at will): Gust, thaumaturgy, green flame blade
At Will: detect magic, identify
1st level (4 slots): charm person, absorb elements, expeditious retreat, tasha's hideous laughter, cause fear
2nd level (3 slots): hold person, silence, misty step, Knock, Darkness, Suggestion
3rd level (3 slots): dispel magic, enemies abound
4th level (2 slots): Dimension Door, Freedom of Movement, Vitriolic Sphere, Evard's Black Tentacles
Multiattack. The Scourge makes three attacks.
Lash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 16 (3d10) fire damage.
Darkbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 4) piercing damage plus 16 (3d10) fire damage.
Spellcasting. The Valmor casts a spell
Parry. The scourge adds 4 to its AC against one melee attack that would hit it. To do so, the scourge must see the attacker and be wielding a melee weapon.
Absorb Elements. The scourge knows the absorb elements spell and can absorb magical damage.
Description
The Valmor are elves who have made pacts with devils, demons, or dark gods for power in life and have been made into powerful fiendish servants in the afterlife.
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