Large Humanoid, Any Evil Alignment
Armor Class 21 Plate
Hit Points 200 (20d10 + 50)
Speed 30 ft.
STR
20 (+5)
DEX
17 (+3)
CON
18 (+4)
INT
17 (+3)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws STR +11, DEX +9
Skills Athletics +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned, Stunned
Senses Passive Perception 10
Languages --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Aura of Murder. As long as Sarevok is not incapacited, hostile creatures within 5 feet of him gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
Devastating Critical. On a critical hit, Sarevok deals an extra 2d6 necrotic damage.
Magic Resistance. Sarevok has advantage on saving throws against spells and magical effects.
Legendary Resistance (2/Day). If Sarevok fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. The warlord makes two weapon attacks or one weapon attack and use its Deathbringer Assault if available.
Sword of Chaos. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: (2d8 + 8) slashing damage. The target must make a DC 13 Constitution saving throw or take 1d6 necrotic damage and its maximum hp is reduced by the same amount. Sarevok regains the same amount of hp. A successful save negates the extra damage and the reduced hp.
Deathbringer Assault. (Recharge on 5-6). Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: (2d6 + 6) necrotic damage. The attack is a critical hit on a roll of 18, 19 or 20 on the roll. Any creature that you hit with this attack can't regain hit points for 1 minute. The target can make a DC 13 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
Stunning Gaze. Sarevok targets one creature it can see within 30 feet of it. The target must succeed on a DC 13 Wisdom saving throw or be stunned until the end of its next turn.

Reactions

Unstoppable (2/Day). Sarevok reduces the damage it takes from an attack to 0.

 
Legendary Actions

Sarevok can take 2 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. Sarevok regains spent legendary actions at the start of its turn.
Weapon Attack. Sarevok makes a weapon attack.
Command Ally. Saverok targets one ally it can see within 30 feet of it. if the target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Frighten Foe (Costs 2 Actions). Sarevok uses his Stunning Gaze attack.

Mythic Actions

 

 

Description

Sarevok is one of the Bhaalspawn, like Gorion's Ward, mortal children sired by the Lord of Murder, Bhaal, during the Time of Troubles as a part of the god's plan to circumvent his prophesied death. Sarevok was one of many children who were to be sacrificed by the dead god's priesthood, but the ritual was interrupted by Gorion and a group of Harpers. While Gorion's Ward was rescued by Gorion himself, Sarevok was left to wander and lived as a street urchin. He was later adopted by Rieltar Anchev, the regional leader of the Iron Throne.
After years of tutoring and encouraging by Winski Perorate to research the prophecies of Alaundo, Sarevok became convinced that the prophecy focused on him: by destroying his fellow Bhaalspawn and engineering murder on a massive scale, he will ascend to godhood and assume Bhaal's place as the new Lord of Murder. He concealed his true identity, and was aided in his quest by the Iron Throne, through which he had forged a criminal empire.

Previous Versions

Name Date Modified Views Adds Version Actions
4/10/2021 8:24:16 PM
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5e
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Monster Tags: humanoid

Danat_amanov

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