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
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).
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.
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.
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).
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.
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Description
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Lair and Lair Actions
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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.
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