Devil’s Sight. Magical darkness doesn’t impede Val's darkvision.
Fiery Weapons. Val’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 41 (9d8) fire damage (included in the weapon attacks below).
Innate Spellcasting. Val’s innate spellcasting ability is Charisma (spell save DC 28). He can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
5/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (5/Day). If Val fails a saving throw, she can choose to succeed instead.
Magic Resistance. Val has advantage on saving throws against spells and other magical effects.
Regeneration. Val regains 40 hit points at the start of her turn. Val dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Val attacks twice with His flail and once with [Tooltip Not Found]. He can substitute Horrid Touch for [Tooltip Not Found].
Flail. Melee Weapon Attack: +23 to hit, reach 30 ft., one target. Hit: 17 (2d8 + 16) piercing damage plus 36 (8d8) fire damage.
Vals sword of hell(longsword). Melee Weapon Attack: +23 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 16) bludgeoning damage, or 19 (2d10 + 16) bludgeoning damage when used with two hands, plus 36 (8d8) fire damage. In addition, the weapon emits a burst of flame that deals an extra 21 (3d12) fire damage..
Horrid Touch (Recharge 4–6). Val looks one creature within 40 feet of him. The target must succeed on a DC 28 Constitution saving throw or take 56 (10d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Teleport. Val magically teleports, along with any equipment he is wearing or carrying, up to 420 feet to an unoccupied space he can see.
Val can take 4 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. Val regains spent legendary actions at the start of his turn.
Immolating Gaze (Costs 2 Actions). Val turns her magical gaze toward one creature he can see within 120 feet of her and commands it to combust. The target must succeed on a DC 27 Wisdom saving throw or take 44 (8d10) fire damage.
Teleport. Val uses his Teleport action.
Description
Once a mighty God loved by all, grew corrupted during a civil war in hell "the Blood War", Val succumbed to the corrupting influence of the Nine Hells and fell from grace.
Because of this his brother Heven hid the lesser Gods from him and the world. Feeling betrayed he swore to himself that he will kill his brother and the lesser gods and become the most powerful being ever.
To replenish His legions, Val needs the souls of mortals to create lemures, which he can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can he bind them to him in the afterlife.
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