Medium Humanoid (Elf), Neutral Evil
Armor Class 22 Studded Leather +3
Hit Points 2000 (300d6 + 200)
Speed 40 ft., Base Speed , Fly 40 ft.
STR
20 (+5)
DEX
25 (+7)
CON
20 (+5)
INT
30 (+10)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws STR +14, DEX +16, CON +14, INT +19, WIS +14, CHA +14
Skills Acrobatics +13, Arcana +16, Athletics +11, Deception +11, History +16, Insight +11, Investigation +16, Perception +11, Performance +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons; All, Damage from Spells
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine or Silvered
Senses Darkvision, Truesight, Passive Perception 21
Languages All All languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Bladesong. Twice per short rest, you can use a bonus action to start a Bladesong, which lasts for 1 minute and grants you the following benefits:

You gain a +10 bonus to your AC, your walking speed increases by 10 ft., you have advantage on Acrobatics checks, and you gain a +10 bonus to any CON saving throw you make to maintain your concentration on a spell.

It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).

Savage Attacker. Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Spellcasting. Vorkan Jadim is a god-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). Vorkan Jadim has the following wizard spells prepared: 

Cantrips (at will): Blade Ward, Booming Blade, Chill Touch, Green-Flame Blade, Sword Burst, True Strike
1st level (6 slots): Shield, Witch Bolt

2nd level (5 slots): Mirror Image, Ray of Enfeeblement

3rd level (5 slots): Counterspell, Fireball, 

4th level (5 slots): Resilient Sphere, Banishment

5th level (5 slots): Enervation, Far Step, Immolation, Steel Wind Strike, Telekinesis

6th level (4 slots): Circle of Death, Disintegrate, Globe of Invulnerability

7th level (4 slots): Finger of Death, Power Word Pain, Project Image, Reverse Gravity, Teleport

8th level (3 slots): Feeblemind, Mind Blank, Power Word Stun

9th level (3 slots): Blade of Disaster, Gate, Imprisonment, Meteor Swarm, Power Word Kill, Prismatic Wall

Actions

Multiattack. Vorkan Jadim can make three melee attacks. Two with his Vorpal Longsword, and one with his Scimitar.

Vorpal Longsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 1d8 + 18 slashing damage (with Bladesong);

Hit: 1d8 + 8 (without Bladesong).

Scimitar. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 1d6 + 20 slashing damage (with Bladesong); Hit: 1d6 + 10

Chill Touch. Ranged Spell Attack: +16 to hit, range 120 ft., one target. Hit: 4d8 necrotic damage.

Eye of Mystra. Vorkan Jadim can use the Eye of Mystra to cast a spell using either an action or a bonus action (depending on the spell). The spell can be any spell from the sorcerer, wizard, or warlock spell list. (DC 25, +10 to hit). 

Reactions

Shield. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Counterspell. You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Song of Defense. When you take damage while your Bladesong is active, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.

War Caster.
You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
Mage Slayer Attack.

When a creature within 5 ft. of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

Parry.
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die (d6) to reduce the damage by the number you roll on your superiority die +7.

Riposte.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die (d6) to make a melee weapon attack against it (add the superiority die to the attack’s damage roll on hit).

 
Legendary Actions

Vorkan Jadim can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vorkan Jadim regains spent legendary actions at the start of his turn.

Cantrip.  Vorkan casts a cantrip at a creature he can see within range.

Melee Attack. Vorkan makes a single melee attack with his Vorpal Longsword.

Eye of Mystra (3 Charges). Vorkan uses the Eye of Mystra.

 

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), Vorkan Jadim takes a lair action to cause one of the following effects; Vorkan Jadim can’t use the same effect two rounds in a row:

  • 1d4 Nightwalkers are summoned. They roll for initiative, and take their first turn next round.
  • The combat area undergoes a shift. The terrain begins to reshape itself in a random way. Roll a 1d4 - 1. The result determines the type of shift:

1: The ground breaks apart.

2: 1d6 - 1 pillars erupt from the ground.

3: A random creature is teleported 30 ft in a random direction.

Regional Effects

The region containing Vorkan Jadim's lair is corrupted, which creates one or more of the following effects:

  • The accumulation of shadows block out direct sunlight. This allows creatures negatively affected by sunlight, to act normal.
  • Inhabitants of the area become rage-filled and violent. Those who enter the region, must be pass a DC 20 Wisdom saving throw after spending 1d4 hours in the area.

If Vorkan Jadim dies or leaves the Material Plane, these effects fade immediately.

Monster Tags: NPCMisc CreatureelfhumanoidInevitable

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

RedHood5229

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