Adamantine Plate. This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While Vorax is wearing his armor, any critical hit against him becomes a normal hit.
Dread Presence. While Vorax is conscious any bright light is reduced to dim light within 30 ft. and all frightened creatures within 30 ft. take 16 (3d10) psychic damage if starting their turn in the aura.
Divine Health. Vorax is immune to diseases.
Legendary Resistance (3/Day). If Vorax fails a saving throw, he can choose to succeed instead.
Reactive. Vorax can make take two reactions rather than one.
Ring of Free Action. While Vorax wears this ring, difficult terrain doesn't cost him extra movement. In addition magic can neither reduce his speed nor cause him to be paralyzed or restrained.
Scornful Rebuke. Whenever a creature hits you with an attack, it takes 5 (2d4) psychic damage if he is not incapacitated.
Spellcasting. Vorax is a 16th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Vorax has following Paladin spells prepared:
1st level (4 slots): command, hellish rebuke, inflict wounds, detect magic
2nd level (3 slots): crown of madness, darkness , zone of truth
3rd level (3 slots): animate dead bestow curse, dispel magic
4th level (2 slots): banishment, dominate beast
Shadow Slash. Melee Spell Attack: +9 to hit, reach 30 ft., one target. Hit: 15 (2d10+4) necrotic damage. As a bonus action Vorax causes the shadows in the aura to attack one creature.
Breath Weapon (Recharges after a short Rest). Vorax exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 14 (4d6) fire damage and 14 (4d6) necrotic damage on a failed save, or half as much on a successful one.
Dreadful Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 17 Constitution saving throw or be frightened for 1 minute. If target creature is already frightened it becomes paralyzed instead. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Multiattack. Vorax makes three attacks with his claws or two attacks with his claws and one dreadful touch.
Hextor's Authority (Recharge 5-6). Vorax uses his action to unleash the divine energy within him, causing his eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from his back. Every creature within 10 feet of him that can see him must each succeed on a DC 17 Charisma saving throw or become frightened of Vorax until the end of his next turn.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) slashing damage plus 8 (1d8+4) necrotic damage.
Burst. When Vorax Hit Points fall to 0 he can't hold the divine energy in his body anymore, so it bursts out of his body and damage everyone within 30 feet. Each creature within 30 feet of Vorax makes a DC 17 Wisdom saving throw or becomes overwhelmed by the divine energy and takes 22 (4d10) radiant damage and 22 (4d10) necrotic damage and no damage on a success.
Prepared Strike. Whe a creature moves into the reach of Vorax' claws he can then make one claw attack against that creature.
Vorax can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only after another creature's turn. Vorax regains any legendary action at the start of his turn
Attack. Vorax makes one claw attack.
Dread Touch. Vorax makes one dreadful touch attack.
Move. Vorax moves up to his speed.
Cast a Spell (costs 2 actions). Vorax casts one of his paladin spells.
Opressed mind (costs 3 actions). Vorax opresses the mind of one creature within 60 feet. Target creature makes a DC 17 Wisdom saving throw. On a failed saving throw the creature is charmed and does whatever Vorax says. At the end of its turn the creature deeply regrets its doing and can repeat the saving throw with advantage. After its mind is free again the creature is immune to this ability for 24 hours
Description
After Vorax, the iron was almost defeated by a group of adventurers, he had to flee.In his sanctuary he prayed to St. Cuthbert to give him strength, so that he can defeat those who are wrong and establish order again.
But St. Cuthbert never answered.The adventurers found Vorax who was still praying. As Vorax realized what was going to happenhe cursed at St. Cuthbert, that has left him and offered his loyalty to every god who wanted to help him and his efforts to establish an absolut order and rule over it with an iron fist. Suprisingly someone answered and it was Hextor, the god of tyranny and war. He gave Vorax, the iron some of his power, because he was more than only worthy. He was the perfect incarnation of Hextor's teachings. As Vorax became a paladin of Hextor, St. Cuthbert took back the Holy Avenger, that he lend Vorax.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Vorax can take a lair action to cause one of the following magical effects; Vorax can’t use the same effect two rounds in a row:
- Vorax uses the divine energy from Hextor that fills the room to counter the next melee attack, that hits him. Whenever a creature hits Vorax with its next melee attack the creature itself instead. This effect lasts only until it is triggered once or until Vorax takes his next Lair action. Whatever happens first.
- Vorax targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Vorax to the target. Whenever he takes damage, the target must make a DC 17 Constitution saving throw. On a failed save, Vorax takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Vorax or the target is no longer in the lich’s lair.
- Magical darkness spreads from a point Vorax chooses within 60 feet of it, filling a 15-foot-radius sphere until he dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A target with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
- The divine magical energy from Hextor shakes the lair in a 60-foot radius around Vorax. Each target other than himself on the ground in that area must succeed on a DC 17 Dexterity saving throw or be knocked prone.
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