Large Fiend (Demon), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 175 (12d10 + 60)
Speed 20 ft., Swim 75 ft.
STR
18 (+4)
DEX
16 (+3)
CON
20 (+5)
INT
13 (+1)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +7, WIS +4
Skills Athletics +7, Intimidation +4, Perception +4
Damage Resistances Cold, Fire, Poison
Condition Immunities Charmed, Frightened, Prone
Senses Blindsight 60 ft (If Vortath is submerged in water), Darkvision 60 ft., Passive Perception 14
Languages Abyssal, Aquan, Common
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Aggressive. As a bonus action,  Vor't'Rath can move up to his speed toward a hostile creature that it can see.

Magic Resistance. Vor't'Rath has advantage on saving throws against spells and other magical effects.

Amphibious. Vortarh can breathe air and water.

Actions

Multiattack. Vor't'Rath makes three attacks: one with his Harpoon and two with his Constrict or Bite

Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 17). Until this grapple ends, the target is restrained. Vor't'Rath can constrict only one target at a time.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Harpoon. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against Vor't'Rath or be pulled up to 20 feet toward him.

Reactions

Unbridled Fury. In response to being hit by a melee attack, Vor't'Rath can make one melee weapon attack with advantage against the attacker.

Legendary Actions

Harpoon Attack. Vor't'Rath makes one Harpoon attack.

Crush (Costs 2 Actions). One creature that Vor't'Rath is grappling is crushed for 21 (3d10 + 4) bludgeoning damage.

Conjure Quippers (Costs 3 Actions). The Vor't'Rath disgorges a swarm of Quippers, which occupies the same space as Vor't'Rath, acts on its own initiative count, and attacks as directed by the sea fury. Vor't'Rath can control up to three of these swarms at a time.

Description

A twisted mockery of the merrow form, Vor't'Rath has a much longer tail than the average merrow, with which he greatly enjoys squeezing the life from his victims. Of his four arms the upper are far more heavily muscled, while the lower seem far better suited to delicate manipulation. The scales that cover this fiend's torso are far tougher than most though scarred in places and his four eyes gleam with a sickly light.

Lair and Lair Actions

Vor't'Rath's throne room, once the chambers of the merrow elders dwelling within Sheneor is now a twisted shrine to his Demonic Sadism. The area is lit dimly by baleful green flames burning even underwater atop Twisting Braziers,  which. upon closer inspection appear to be formed of the warped an still semi-conscious bodies of the former leaders of the shoal. Their eyes tracking movement around the room. Coiled  around his throne, Vor't'Rath awaits his offerings surrounded by piles of coins and other items of value.

Lair Actions

On initiative count 20 (losing initiative ties), Vor't'Rath can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Vor't'Rath causes the elders wail in pain and the braziers flair. All non-fiends within 30ft must pass a DC 15 Wisdom saving throw or take 3d6 psychic damage, only taking half on a succesful save 
  • Vor't'Rath chooses a 20 foot radius sphere within his lair. the sediment on the ground leaps to that area causing it to become heavily obscure
  • Vor't'Rath they have, and what conditions are affecting them currently.

Monster Tags: Demon

Habitat: SwampUnderdarkUnderwater

WefreeNerds

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