Magic Resistance. Val has advantage on saving throws against spells and other magical effects.
Potent Necromancy. Necrotic damage dealt by Val bypasses resistance to necrotic damage and treats immunity as resistance.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Skeletal Affinity. Skeletons under Val's control within 300 ft. of him have advantage on all rolls.
Spell Mastery. Val can cast any spell at 1st to 3rd level without expending a slot. He adds his Intelligence modifier to any damage dealt by these spells.
Reanimating Presence. Whenever a humanoid dies within 60 ft. of Val, it rises at the start of Val's next turn as a skeleton under his control. Alternatively, Val can choose to bring the humanoid back to life. The humanoid becomes stable, regains all of its hitpoints, and suffers any penalties as if brought back by the resurrection spell. The creature is unconscious when brought back this way.
The Reaper's Sword. The Reaper's Sword is magical for the purposes of overcoming resistance and immunity to non-magical weapon damage. The sword treats immunity to magical weapon damage as resistance and and resistance as no damage.
Spellcasting. Val is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +19 to hit with spell attacks). Val can cast has the following wizard spells prepared:
Cantrips (at will): chill touch, fire bolt, mage hand, minor illusion, shocking grasp
1st level (at will): *cause fear, disguise self, *inflict wounds, *ray of sickness
2nd level (at will): darkness, detect thoughts, invisibility, mirror image, misty step, *ray of enfeeblement
3rd level (at will): *animate dead, counterspell, dispel magic, *fear, major image
4th level (5 slots): *blight, *sickening radiance, *shadows of moil
5th level (5 slots): animate objects, *danse macabre, *enervation, *negative energy flood
6th level (4 slot): *circle of death, *create undead, *eyebite
7th level (4 slot): crown of stars, *finger of death, prismatic spray, *resurrection
8th level (3 slot): *abi-dalzim's horrid wilting, demiplane, feeblemind, illusory dragon
9th level (2 slot): powerword kill, psychic scream, *true resurrection
Val casts mirror image spells on himself before combat.
*Necromancy spells of 1st level or higher
Grim Harvest. When Val kill one or more creatures with a spell of 1st level or higher, he regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy.
Multiattack. Val makes four attacks with his Reaper's Sword and cast one spell. Alternatively, Val can cast three spells and one cantrip.
Reaper's Sword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 30 (4d8 +12) slashing damage and 21 (6d6) necrotic damage. Val regains hitpoints equal to half of the damage dealt. The target must succeed on a DC 23 Constitution saving throw or have its Strength score reduced by 1.
Val's Staff. Melee Weapon Attack: +23 to hit, reach 10 ft. Hit: 35 (5d8 + 12) bludgeoning damage and 28 (7d6) necrotic damage. Val regains hitpoints equal to half of the damage dealt. Whether the attack hits or misses, Val can turn invisible and teleport up to 120 ft. away. Alternatively, he can teleport 120 ft. away and summon three skeletons within 30 ft. of his original area.
Dark Escape. As a reaction to taking damage, Val teleports to an unoccupied space within 60 feet of himself. He appears in the space invisible and the darkness spell is casted in his old location. He leaves his invisibility if he takes the attack action or reveals himself.
Val can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Val regains spent legendary actions at the start of his turn.
Cast Spell. Val casts a spell of one action or bonus action without expending a spell slot.
Summon Skeletons (Costs 2 Actions). Val summons 3 skeletons of his choice. They role initiative as a group and act on the next round of combat.
Disrupt Life (Costs 3 Actions). Each living creature within 60 ft. of Val must make a DC 23 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Val is a young High Elf wizard. He was banished from his home after his talents for what people viewed as "dark arts" became apparent. While on his own, Val decided to make a name for himself and help other people. When he is not in his keep, he travels under a disguise and cures people of ailments and bringing people back to life where he sees fit. Other times, Val can be seen leading his horde of undead skeletons into battle to defend a small town from barbarians or crush a group of invading orcs. Val does his best to not to kill incessantly.
Even at the ripe young age of 30, Val is looked at with respect and people believe that he possesses a fountain of knowledge and wisdom. Many elves that he encounters don't understand why he has not already declared an adult name. This is mainly because Val wants his parents to take him back before he declares himself an adult. A side reason is that he does not want to choose one.
Val has earned many names in his travels. Many people, even royalty, refer to him as the "Skeleton Prince." This is mainly out of respect for his strength in magic. Another name is "Bone boy." This name was a nickname given to him by other elves before he had to leave his home. A lot of people, especially those who don't like him or his practices, call him "the devil's son." It is only because of Val's "live and let live" attitude that these insults are tolerated.
Val has a "quaint" keep that extends into his own demiplane. With the uses of spells like "mighty fortress" and meticulous terraforming and weather controlling spells, Val built a decent sized keep that is quite big for a young elf. The surrounding tend to look vary nice and he rarely uses his control over the land to lead people astray. He has a few mazes set up here and there that change to allow the friendly people in and block the not so friendly people out.
Val does his best to not make enemies and tends to remain neutral on many topics. Whenever adventurers visit, he does his best to graciously help them. If the adventurers try to kill him, he does his best to have them leave peacefully without resorting to combat. When the adventurers fail at killing him, he revives them and puts them outside of his keep. When the adventurers do kill him, however, his soul just transfers to one of his clones that he has and he is back in business.
Val keeps a court of anybody that wants to master their necrotic power without resorting to fully dark and evil teachers. His keep also has an abundance of living, spectral, and skeletal ravens that fly around and keep tabs on everything that is happening.
Lair and Lair Actions
Val's Keep
Val built himself a keep using magic and the aid of his undead army of skeletons. The area is nice even though necrotic energy flows throughout the entire area. Val does not mind visitors unless they mean to harm him
Lair Actions
On initiative count 20 (losing initiative ties), Val can take a lair action to cause one of the following effects. Val can not use the same effect two rounds in a row.
- Val rolls 1d20. He summons skeletons of his choice to the amount rolled. They roll for initiative as a group and act on the next round of combat. On a 1, Val can not use this lair action until three rounds of combat have passed. On a 20, the skeletons act on this round of combat.
- Val rolls 1d8. He regains spell slots of any level equal to the amount rolled.
- Val casts one spell or makes two attacks.
Regional Effects
Val controls a good 6 miles out from his keep using magic. He has traps set up for unwelcomed visitors and enemies. While these traps are a hindrance, they are only meant to deter, not to harm. The following effects are magically generated:
- Random mazes are scattered throughout the land. When a creature enters, they are subjected to the Maze spell. The DC for this spell is 23 instead of 20.
- There are an abundance of ravens that populate the area. Upon closer inspection, the ravens can either be living, skeletons, or spectral. Val can see through these ravens.
- The water in the area is magical. For people who mean Val no harm, the water heals anyone who drinks it 1d8 + 10 hitpoints and is put under the effect of the Greater Restoration spell. For people who mean Val harm, the water curses the drinker with two of the effects of the Bestow Curse spell. Water that is transported over 10 miles away from where it was taken loses all magical properties.
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