Medium Humanoid (Elf), Lawful Evil
Armor Class 19 (plate)
Hit Points 302 (46d8 + 95)
Speed 30 ft.
STR
20 (+5)
DEX
8 (-1)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +5, WIS +9, CHA +10
Skills Athletics +10, Intimidation +9, Perception +8
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Elvish, Infernal
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Vulmar Virlen has advantage on saving throws against spells and other magical effects when his visor is down

Divine Smite. When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.

Aura of Courage. While you are conscious, you and friendly creatures within 10 ft. can't be frightened.

Spellcasting. Vulmar Virlen is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:

Cantrips: mind sliver

1st level (4 slots): command, bane, searing smite

2nd level (3 slots): hold person, branding smite

3rd level (3 slots): dispel magic, spirit shroud

4th level (1 slot): staggering smite, death ward

Actions

Multiattack. Vulmar Virlen makes two maul attacks. He can substitute Piercer for one of these attacks if the target is prone.

Maul. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) magical bludgeoning damage plus 9 (2d8) radiant damage and the target must make a DC 15 Strength saving throw, being knocked prone on a failed save.

Piercer. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 16 (2d8 + 7) magical piercing damage plus 25 (4d8 + 7) necrotic damage and a metal spike is embedded in the target. While the metal spike is in the target their movement speed is 0 and they are prone. They can use an action to attempt to remove the spike making a DC 17 Consitution saving throw.

Heimdallr: Ranged Weapon Attack: +12 to hit, range (150/600)., one target. Hit: 12 (1d8 + 7) magical piercing damage plus 4 (1d6) fire, ice, or lightning damage. When using Heimdallr, the bow has 5 charges, and regains 1d4+1 expended charges every dawn. As part of your attack action, you may expend one charge to use one of the arcane shot options from the arcane archer fighter subclass. It replaces one of your arrows. If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Reactions

Sentinel: When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

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