Huge Fey, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 140 (15d12 + 50)
Speed 45 ft.
STR
18 (+4)
DEX
16 (+3)
CON
17 (+3)
INT
9 (-1)
WIS
14 (+2)
CHA
7 (-2)
Saving Throws DEX +7, CON +7, WIS +6
Skills Perception +8, Stealth +10, Survival +6
Damage Resistances Cold, Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Druidic, Sylvan, Telepathy 60ft
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Keen Smell. Vadi has advantage on Wisdom (Perception) checks that rely on smell.

Frenzy. Vadi has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Pounce. If Vadi moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Vadi can make one bite attack against it as a bonus action.

Soul Feeding. Vadi can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim’s body. The victim’s soul is trapped in Vadi for 24 hours, after which time it is digested. If Vadi dies before the soul is digested, the soul is released.

While a humanoid’s soul is trapped in Vadi, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from Vadi if it is successful. Once a creature’s soul is digested, however, no mortal magic can return that humanoid to life.
Actions

Multiattack. Vadi makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 15) if it is a Huge or smaller creature. Until the grapple ends, Vadi can't use this mouth on another target. Vadi has five mouths.

Mind-Breaking Howl (Recharge 6). Vadi emits a keening howl in a 60-foot cone. Each creature in that area that isn’t deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of Vadi's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all Vadi for the next 24 hours.

Reactions

Unnerving Voices. When a creature within 10 feet of Vadi makes an attack against him, he can force the attacker to make a DC 15 Wisdom saving throw or be frightened until the end of their turn.

Legendary Actions
Vadi can take 3 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. Vadi regains spent legendary actions at the start of their turn.

Long Jump. Vadi leaps up to half their speed. If they leap at least 20ft. they can use their pounce ability and make a bite attack.

Hunter's Sense. Vadi makes a Wisdom (Perception) check.

Horrifying Gaze. Vadi's eyes shift toward a single target and attempt to overwhelm their mind. The target must succeed on a DC 15 Wisdom saving throw or take 9 (3d6) psychic damage.

Apex Predator. This Legendary Action only becomes available if Ymir, the Great Stag is dead. Vadi can use 10 feet of his movement to step magically into one tree within his reach and emerge from a second tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree.

Lair and Lair Actions

Vadi's Lair

Vadi's lair is the woodland glade in the Ancestral Hunting Grounds in Ymir's absence. 

Lair Actions

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

  • Tears of Death: The awful bile that drips from Vadi's many eyes begins to seep from the grass and trees. The plant life withers in a 20-foot radius centered on a point on the ground that Vadi can see within 120 feet of himself. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Constitution saving throw or take 3d6 necrotic damage. The roots and vines return to a healthy state when Vadi uses this lair action again or when he dies.
  • Hunting Tactics: Centuries of hunting traps lie dormant in the Ancestral Hunting Grounds. Vadi arms up to 3 traps in unoccupied spaces within 60 feet of himself.
  • Toothy Maw: The ground opens and another of Vadi's many mouths appears in a 5 foot space within 30 feet of him. When the mouth appears, it makes a Bite attack against a creature within 5 feet. of it. On his turn, Vadi can make his Bite attack from this space. Mouths have AC15 and 5 Hit Points.

Monster Tags: fey

Habitat: Forest

Aciduous

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