Legendary Resistance (6/day). If Azareck Vaalen fails a saving throw, he can choose to succeed instead.
Legendary Superiority (6/day). If an attack or spell hits Azareck Vaalen, or the target succeeds on an ability check, he can instead choose to make the target fail. This cannot be rerolled in any way after this, including the lucky feat, and must fail. This can be done even after the damage has been rolled.
Legendary Caster (6/day) as an action Azareck Vaalen can cast any spell he knows without expending a spell slot.
The Supreme Occultist of the Ultimate Void. Azareck Vaalen is a Pact of the Tome and Pact of the Talisman Warlock and has the following Invocations: Agonising Blast, Armour of Shadows, Ascendant Step, Aspect of the Moon, Beast Speech, Beguiling Influence, Bond of the Talisman, Book of Ancient Secrets, Cloak of Flies, Devil Sight, Eldritch Mind, Eldritch Sight, Eldritch Spear, Eyes of the Rune Keeper, Far Scribe, Gaze of Two Minds, Ghostly Gaze, Gift of the Depths, Gift of the Protecters, Grasp of Hadar, Lance of Lethargy, Maddening Hex, Protection of the Talisman, Rebuke of the Talisman, Repelling Blast, Shroud of Shadow, Tomb of Levistus, Visions of Distant Realms, Whispers of the Grave, and Witch Sight.
Champion of the Outer Gods. Azareck Vaalen is in possession of: The Mask of the Crawling Chaos, The Oghma Infinium, The Eye of the Primordial Void, The Robes of the Black Goat, The Crown of the Mad Emperor and The Staff of the Demiurgic Oblivion. Furthermore, whenever Azareck Vaalen uses an artefact that expends charges that belongs to him - he reduces charge cost by 1 (to a minimum of 0). Look at the Monster Characteristics Description for the details of the items. Also note that Azareck Vaalen has absorbed the powers of these artefacts into himself as part of the process of his ascension, and always has access to the powers regardless of if he’s wearing/wielding them or not. He is one with the artefacts.
Existential Dread. Any creature hostile to Azareck Vaalen that starts its turn within 120 feet of Azareck Vaalen must make a DC 33 Wisdom saving throw, unless Azareck Vaalen is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Azareck Vaalen's Fear Aura for the next 24 hours.
Abyssal Resilience. If damage reduces Azareck Vaalen to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, on a success, Azareck Vaalen drops to 1 hit point instead. Azareck Vaalen is immune to effects that would cause him to instantly be reduced to 0 hit points. Azareck Vaalen doesn't need to breathe, drink or sleep and he cannot be exhausted. Azareck Vaalen is immune to poison, disease and effects that would magically put him to sleep.
Limited Magic Immunity and Spell Turning. Azareck Vaalen can't be affected or detected by spells of 7th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects. If Azareck Vaalen succeeds on a saving throw against a spell, as a reaction he can reverse the spell back at the caster. This only works if the spell targets only him.
Fated One. When a ranged attack roll is made against Azareck Vaalen, he is considered in 1/2 cover at all times, 3/4 cover in 1/2 cover, and full cover in 3/4 cover. On a 1 the attack is reflected.
Turn Immunity. Azareck Vaalen is immune to any effect that turns undead, and any undead within 120ft of him is also immune to being turned.
Spider Climb. Azareck Vaalen can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Eldritch Abomination. Azareck Vaalen can move in stopped time and is unaffected by spells that mess with the fabric of space-time unless he wishes so.
Born of Darkness. Azareck Vaalen can count as: Undead (due to being a supremely powerful Necromancer and Eldritch Vampire), a Fiend (due to his potent demonic heritage and the corruption of the Abyss), and as an Aberration (due to being close to achieving Kin and also his own connections to the Far Realms which empowers his aberrant powers even further) when interacting with effects should it benefit him.
Deathless Anathema. When casting the animate dead or create undead spell or any spell that summons or raises dead, he treats it as if cast 4 levels higher, he can target 4x as many corpses, he can cast them in daylight, there is no limit to how many creatures Azareck Vaalen can have under his control. In addition, after casting animate dead or create undead once on creatures, he no longer needs to be cast on those creatures to retain his control over them and they have additional hit points equal to Azareck Vaalen's level.
Daemon of the Apocalypse. When casting Summon Lesser Demon or Summon Greater Demon or any effect that summons demons, Azareck Vaalen treats it as if they’re cast at 4 levels higher, he can summon 4x as many demons, and the demons are entirely under his control and don’t require concentration to maintain and they have additional hit points equal to Azareck Vaalen's level. He can have an unlimited amount of demons under his control and they stay around until dismissed.
Last Child of the Cosmos. When casting Conjure Aberration or any spell that summons Aberration, Azareck Vaalen treats it as if it’s cast at 4 levels higher, he can summon 4x as many aberrations, they have additional hit points equal to Azareck Vaalen's level, and the aberrations are entirely under his control and don’t require concentration to maintain. He can have an unlimited amount of aberrations under his control and they stay around until dismissed.
He Who Walks Beyond the Boundary. As a bonus action Azareck Vaalen may teleport 120 feet in any direction regardless of circumstances that may present such a effect.
Black Goat of Chaos. Azareck Vaalen deals quadruple damage to objects and structures and spells that deal force, necrotic or psychic damage ignore resistance (but not immunity) and Azareck Vaalen ignores condition immunities – those who do have advantage on the save.
Unstoppable Maniac. If Azareck Vaalen takes 30 damage or less in a single hit, he instead takes no damage.
Lucid Dreamer. Whenever Azareck Vaalen casts the Wish spell, he never looses the ability to do so by casting outside of the parameters. Furthermore, he can resist the rest of the negative effects by passing on a DC 30 Wisdom saving throw. He cannot gain advantage or any external bonuses on this save.
Godlike Regeneration. Azareck Vaalen regains 30 hit points at the start of his turn if he has at least 1 hit point. He also regenerates lost limbs instantly and body parts instantly and he can regenerate from absurdly brutal and grevious injuries, no matter how bad. Azareck Vaalen can regenerate even if reduced to dust or some similar effect.
Madman's Willpower. Azareck Vaalen is immune to spells whose intention was to teleport or banish him unless he wishes. This includes but is not limited to: Stasis, Banishment, Dimension Door, Teleport, Plane Shift, or Demiplane. Furthermore he is immune to any effect that would forcibly change his shape.
Lunacy Incarnate. Azareck Vaalen is immune to effects that would cause madness. Azareck is immune to scrying and to any effect that would sense his emotions or detect his location. Whenever Azareck Vaalen takes psychic damage, instead he takes none and it's all reflected back to the originator and whenever Azareck Vaalen is subjected to Psychic damage, he takes no damage and instead regains a number of hit points equal to the Psychic damage dealt.
Gaze of Ruination. If a creature starts its turn within 60ft of Azareck Vaalen or enters within 30ft of Azareck Vaalen for the first time in a turn, and it can see one of Azareck Vaalen's eyes and the creature is conscious, Azareck Vaalen can force the creature to make a Constitution saving throw DC 33. If the creature fails the save by 7 or more, it falls to 0 hit points and starts making Death Saves. Otherwise, if the creature fails, it take 4d8 psychic and necrotic damage. Unless surprised, a creature can avert its gaze to avoid this effect, and is considered blind in regards to interacting with Azareck Vaalen. If the creature looks at Azareck Vaalen in the meantime while within 60ft of him, the creature must immediately make the save. If a creature dies as a result of this trait they turn to dust.
Serpent's Tongue. Creatures that are not using any form of mind protecting magic are susceptible to Azareck Vaalen's mind control. All creatures that can hear Azareck Vaalen within a 120 foot radius must succeed on a DC 33 Charisma save or have their mind surrendered to Azareck Vaalen. A creature mind controlled by Azareck Vaalen is charmed and can remake the save on the end of their turn. If a creature's saving throw was successful or the effect ends for it, the creature is immune to Azareck Vaalen's mind control for the next 24 hours.
Curse of the Void. A creature that touches Azareck Vaalen, including being touched by his Eldritch Strike, or hits him with a melee attack while within 5 feet of him must succeed on a DC 33 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The curse lasts until it is lifted by a remove curse spell or similar magic.
Ruthless Ambition. When Azareck Vaalen reduces a creature to 0 hit points Azareck Vaalen can cast a spell of 5th level or lower as a bonus action.
I Will Not Bow. Azareck Vaalen is immune to all attacks, spells, and skills (and their effects) from a creature of a challenge rating below 14 or of a level below 14.
Usurper of the Divine. Azareck Vaalen has +5 to saving throws against divine magic and Celestials have disadvantage on saves against effects caused by Azareck Vaalen.
Black Horned Ephialtes. Azareck Vaalen's aura of reality bending magic is more than just terrifying, it is an extension of his magical ability. Once per round, Azareck Vaalen can have his whispers cast spells autonomously. The spell can be of a level equal to the spell Azareck Vaalen last cast this round. Spells cast using this trait use Azareck Vaaleni's spell casting statistics. These spells are not maintained by Azareck Vaalen himself, the whispers can maintain concentration separately from him and whenever it takes damage, the whisper aura must make an individual concentration check using Azareck Vaalen's Con Saving Throw.
Infinite Perception. Azareck Vaalen cannot be surprised at the start of combat and he has 1 reaction per round. Furthermore Azareck Vaalen has perfect vision regardless of conditions, and he can make out the details of even extremely distant creatures and objects as small as 1/1000000 of an inch across.
Sense Magic. Azareck Vaalen senses magic on the same plane as him at will. He can succeed on a DC 30 spell casting ability + proficiency to sense magic on another plane. This trait otherwise works like the detect magic spell but isn't itself magical.
Mad Warlock of Yharnam. On the start of every turn, every creature within 60ft of Azareck Vaalen must make a DC 33 Wisdom save or take 2d6 psychic damage and gains a term of short term madness. If the creature succeeds it takes no damage and doesn't gain a trait of short term madness. The creature can repeat the save at the start of each of its turns to remove the madness at disadvantage - if they succeed they can't be affected by the madness for 24 hours but continues to make the save at advantage.
Analytical Mind. Azareck Vaalen starts combat with the spells most suited for the situation he'll be in - it's up for the DM to decide. Furthermore every day he can choose to be immune to 4 spells or effects of his choice. As soon as any creature comes within 120ft of Azareck Vaalen, he is made aware of their resistances, immunises, and vulnerabilities. In addition to this he can make an Insight check (DC 10 + Deception + Wisdom Bonus) to gain limited information on the targets habits and psychology - how much depends on how well he succeeds.
Mad Scholar of the Primordial Chaos. Whenever Azareck Vaalen makes an ability check or saving throw using Intelligence or Wisdom; he can roll three dice and either take the highest result or treat the die roll as a 10 if all three rolls are 9 or lower. Azareck Vaalen is a genius scientist and spellcaster, and posses extensive knowledge on both subjects. In addition to this Azareck Vaalen knows every single spell in the Oghma Infinium and can use his Warlock or Arcane spell slots to cast them (look in the Monster Characteristic Description for the spells). Whenever Azareck Vaalen casts a spell of 1st level or higher - you can choose to make it count as 1 levels higher (Even beyond 9th level for the purpose of damage scaling. If the spell is of 9th level, assume the spell gains an extra 2 damage dice or gains an extra ray).
In addition to this he has these following features in addition the Great Old One Warlock Features (Awakened Mind, Entropic Ward, Thought Shield, Create Thrall) : Hypnotic Gaze, Instinctive Charm, Split Enchantment, Alter Memories, Arcane Ward, Projected Ward, Improved Abjuration, Spell Resistance, Chronal Shift, Temporal Awareness, Momentary Stasis, Arcane Abeyance, Convergent Future, Minor Conjuration, Benign Transportation, Focused Conjuration, Durable Summons, Expert Divination, The Third Eye, Greater Portent, Sculpt Spells, Potent Cantrip, Empowered Evocation, Overchannel, Adjust Density, Gravity Well, Violent Attraction, Event Horizon, Improved Minor Illusion, Malleable Illusions, Illusory Self, Illusory Reality, Grim Harvest, Undead Thralls, Inured to Undeath, Command Undead, Awakened Spellbook, Manifest Mind, Master Scrivener, One with the Word, Minor Alchemy, Transumter's Mask, Shapechanger, Master Transmuter, Arcane Deflection, Tactical Wit, Power Surge, Durable Magic, Deflecting Shroud, Lore Mastery, Spell Secrets, Alchemical Casting, Prodigious Mind, Master of Magic, Extract Name, Fateful Naming, Resonant Utterance, Inexorable Pronouncement, Relentless Naming, Telepathic Speech, Psionic Sorcery, Psychic Defences, Revelation in Flesh, Warping Implosion, Soul of the Sea, Curse of the Sea, Watery Defence, Shifting Form, Water Soul, Heart of Fire, Fire in the Veins, Pyromancer's Fury, Fiery Soul, Eyes of the Dark, Strength of the Grave, Hound of Ill Omen, Shadow Walk, Umbral Form, Tempestuous Magic, Heart of the Storm, Storm Guide, Storm’s Fury, Wind Soul, Tides of Chaos, Bend Luck, Controlled Chaos, Spell Bombardment, Dark One's Blessing, Dark One's Own Luck, Fiendish Resilience, Hurl Through Hell, Among the Dead, Defy Death, Undying Nature, Indestructable Life, Shielding Aurora, Astral Refugee, Far Wanderer, Astral Sequestraion, Tentacle of the Deep, Gift of the Sea, Oceanic Soul, Guardian Coil, Grasping Tentacles, Fathomless Plunge.
Azareck Vaalen has access to the following metamagic options (25 sorcery points): Careful Spell, Distant Spell, Empowered Spell, Extended Spell, Heightened Spell, Quickened Spell, Seeking Spell, Subtle Spell, Transmuted Spell, Twinned Spell. He regenerates 1 at the start of every one of his turns.
Demon of Falsehoods. Whenever Azareck Vaalen makes a Charisma ability check or saving throw, he can roll four dice and take the highest result. If Azareck Vaalen rolls a Charisma ability check and he rolls a 9 or less, he can treat the roll as a 10. Furthermore Azareck Vaalen is immune to effects that extract information from him and spells that indicate truthfulness always do if Azareck Vaalen wills it. Azareck Vaalen is a master manipulator and has extensive knowledge on the psyches of mortals and monsters - and knows how to probe at the minds of creatures to get what he wants. Any Insight check against Azareck Vaalen is done at disadvantage.
Mind Over Matter. Any saving throw that uses mental stats that would cause half damage on a success instead cause no damage, on a fail they cause half damage.
The Insight of the Godhead. If any creature chooses to read the thoughts of Azareck Vaalen, that creature must make a DC 35 Wisdom saving throw or take 20d10 psychic damage and they go blind, deaf and gain a trait of Indefinite Madness on a failed roll and half as much on a successful roll. If that creature's health becomes 1 or less after taking this damage, Azareck Vaalen gains half its total health back and the Azareck Vaalen takes control of it until incapacitated.
Master of the Eldritch (5/day). Due to being a master of eldritch magic, Azareck can regain 1 9th level Mystic Arcanum, 2 8 level Mystic Arcanum, or 3 7 level Mystic Arcanum or 4 6 level Mystic Arcanum.
Arch-Warlock of the Outer Gods. Azareck Vaalen can cast both Counterspell and Dispel Magic at will. Azareck Vaalen ignores cover. Azareck Vaalen is immune to anti-magic effects. The casting time of spells are reduced by a quater, spell range is quadrupled, and spells effect quadruple the area. Azareck Vaalen uses Charisma for concentration checks and can concentrate on 4 spells at the same time. Azareck Vaalen doesn't require components for his spell casting. Azareck Vaalen reduces limited magic immunity by 3 stages and you cannot benefit from magic resistance against spells he casts that are of 7th level and higher.
Create Thrall. Azareck Vaalen has the ability to infect a humanoid's mind with the alien magic of his patron. He can use his action to affect all creatures within 120ft. If the creature is conscious they must make a DC 33 Wisdom save, if the creature is unconscious they automatically fail. That creature is then charmed by him until a Greater Restoration spell is cast on it, the charmed condition is removed from it, or Azareck Vaalen uses this feature again. He can communicate telepathically with the charmed creatures.
Legendary Warlock. Azareck Vaalen is a 20th-level Warlock. His spellcasting ability is Charisma (spell save DC 35, +27 to hit with spell attacks). As Warlock spell slots, these spells are cast at their highest possible level. He regenerates these spell slots after a short rest. Azareck Vaalen, due to having read the Ogmha Infinium and having absorbed it's knowledge into his being, knows every single spell in existence.
Cantrips (at will): Every cantrip.
1st level: Every 1st level spell.
2nd level: Every 2nd level spell.
3rd level: Every 3rd level spell.
4th level: Every 4th level spell.
5th level: Every 5th level spell.
6th level (6 Slots): Every 6th level spell.
Eldritch Blast deals an extra 15 damage. Spells of 1st level and higher deal an extra 30 damage. Spells that deal Force, Necrotic or Psychic damage deal an extra 10 damage, however this bonus only applies once in the case of spells that have multiple beams (like Eldritch Blast).
Mystic Arcanum. Azareck Vaalen's spellcasting ability is Charisma (spell save DC 35, +27 to hit with spell attacks).
1/Long Rest each: Azareck's Transcendent Eyes, Azareck's Ruthless Laceration, Azareck's Serpentine Tongue, Azareck's Serendipitous Warp, Azareck's Grim Destiny, Azareck's String of Fate, Globe of Invulnerability, Azareck's Unrelenting Madness, Azareck's Tendrils of the Void, Azareck's Chaos Flame, Azareck's Baleful Grasp, Azareck's Call to Oblivion, Azareck's Debilitating Word, Plane Shift, Azareck's Cosmic Retribution, Azareck's Demonic Aspect, Azareck's Psychic Ascendancy, Azareck's Ultimate Nullification, Azareck's World of Imagination, Azareck's Time Step, Feeblemind, Azareck's Final Catastrophe, Azareck's Eyes of Ruin, Azareck's Grand Calamity, Azareck's Nightmare of the Godhead, Azareck's Lucid Dream, Greater Time Stop, Greater Power Word Kill, Greater Wish.
Arcane Spellcasting. Azareck Vaalen can cast the following spells. His spellcasting ability is Charisma (spell save DC 35, +27 to hit with spell attacks). He regenerates these spell slots after a long rest. Azareck Vaalen, due to having read the Ogmha Infinium and having absorbed it's knowledge into his being, knows every single spell in existence.
Cantrips (at will): Every cantrip.
1st Level (6 slots): Every 1st level spell.
2nd level (5 slots): Every 2nd level spell.
3rd level (5 slots): Every 3rd level spell.
4th level (5 slots): Every 4th level spell.
5th level (5 slots): Every 5th level spell.
6th level (4 slots): Every 6th level spell.
7th level (4 slots): Every 7th level spell.
8th Level (3 slots): Every 8th level spell.
9 Level (3 slots): Every 9th level spell.
Eyes of Chaos. Azareck Vaalen has various eyes all over his body due to the corruption of the Far Realm. The large eye on his chest counts as an anti-magic field with a 90ft cone which Azareck Valen chooses where he chooses where it faces at the beginning of each turn and chooses if it's active. Azareck shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets within 90 feet of him:
1. Charm Ray. The targeted creature must succeed on a DC 32 Wisdom saving throw or be charmed by Azareck Vaalen for 1 hour, or until Azareck Vaalen harms the creature.
2.Paralyzing Ray. The targeted creature must succeed on a DC 32 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The targeted creature must succeed on a DC 32 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The targeted creature must succeed on a DC 32 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray. The targeted creature must make a DC 32 Constitution saving throw, taking (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 32 Strength saving throw or Azareck Vaalen moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Azareck Vaalen's next turn or until Azareck Vaalen is incapacitated. If the target is an object weighing 5000 pounds or less that isn't being worn or carried, it is moved up to 60 feet in any direction. Azareck Vaalen can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
7. Stun Ray. If the target is a creature, it must succeed on a DC 32 Constitution saving throw or take 6d8 force damage, be thrown 1d10 x 10 feet backward, land prone, and get stunned for 1 round. On subsequent turns the creature must make a Constitution saving throw, on a pass they are no longer stunned.
8. Laser Ray. This can be used in one of two ways (as determined by Azareck Vaalen):
a) Any creature within a 120 ft line within 120 ft of the watcher must succeed on a DC 32 Dexterity saving throw or take 10d8 fire damage.
-or-
b) Azareck Vaalen's AC is increased by 3 until the start of its next turn when attacked by a creature affected by the ray.
9. Sleep Ray. The targeted creature must succeed on a DC 32 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
10. Petrification Ray. The targeted creature must make a DC 32 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
11. Disintegration Ray. If the target is a creature, it must succeed on a DC 32 Dexterity saving throw or take (14d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine grey dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 30-foot cube of it.
12. Death Ray. The targeted creature must succeed on a DC 32 Dexterity saving throw or take (14d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Reach Heaven Through Violence (Mythic Trait; Once per Short Rest). When Azareck Vaalen first drops below 100 hit points, he instantly gains access to his: Dominance Over Life and Death, Calamitous Warp, and Grand Catastrophe. He also regains all spells slots and regains all of his hit points. These traits last for 1 hour.
Grand Finale. When Azareck Vaalen dies, he explodes in a burst of destructive psychic energy. Each creature within a mile of him must make a DC 35 Dexterity saving throw, taking (25d6) force damage and (25d6) psychic damage on a failed save, or half as much damage on a successful one. Non-magical structures and objects are instantly disintegrated and creatures reduced to 0 hit points by the blast are turned to dust and can only be resurrected by True Resurrection or a Wish spell.
Multiattack. Azareck Vaalen makes two attacks with his Eldritch Strike, or uses a effect specific to one of his artefacts, or he uses his Touch of Death, or use his Soul Drain or he may cast 1 Spell or he may use one of his rechargeable or limited features. Then he can use his Eye Ray feature. In place of his Eye Ray he may activate his Entropic Aegis. At any point during this he can teleport 60ft in any direction. Recharge actions and actions that can only be used a number of times can only be used every other turn.
Touch of Death. Melee Spell Attack: +27 to hit, reach 5 ft., one creature. Hit: (8d6 + 10) necrotic damage. Azareck Vaalen regains hit points equal to half the necrotic damage dealt. In addition, if the target is a creature that is Large or smaller, and if Azareck Vaalen chooses, the target is grappled (escape DC 32). Azareck Vaalen can continue to use the Touch of Death action on a grappled creature once a turn as a bonus action. If a creature is reduced to 0 hit points by this attack it dies. A humanoid slain by this attack rises as a zombie after 1 hour under Azareck Vaalen’s control.
Soul Drain (Recharge 5-6). Ranged Spell Attack: +27 to hit, range 300 ft., one creature. (16d6 + 10) necrotic damage. The target makes a DC 35 Constitution saving throw or Azareck Vaalen regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores Azareck Vaalen to his hit point maximum, he gains the excess as temporary hit points. A creatures dies if reduced to 0 hit points. Creatures slain in this way and then buried in the ground rises the following night as a vampire spawn under the Azareck Vaalen’s control.
Eldritch Strike. Melee Spell Attack: +27 to hit, reach 5 ft., one target. Hit: (4d10 + 10) Force damage.
Entropic Aegis (Recharge 5-6). For 1 minute, a magical field appears around Azareck Vaalen glowing with a chaotic blast of multicoloured hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at him has disadvantage. If the attack misses, Azareck Vaalen has advantage on his next attack against them. If the attack hits by 5 or more the shield is broken.
Through the Gates of the Silver Key (Recharge 6). Azareck Vaalen harnesses the ancient power of the Old Gods and unleashes the insight of the Far Realms upon his enemies. Azareck Vaalen targets three creatures he can see within 120 feet of it. The targets must succeed on a DC 35 Constitution and Wisdom saving throw. If they fail the Constitution save they take (8d6 + 10) necrotic damage and become corrupted for 1 minute. A corrupted creature’s flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half and if it tries to use any physical effect (such as Combat Superiority, Action Surge, Indomitable, Second Wind, Rage, Reckless Attack, etc.), it must first make a DC 25 ability check fitting for the ability, otherwise the ability fails and it's wasted, if they succeed they take half damage and aren't corrupted. If they fail the Wisdom save they take (8d6 +10) psychic damage and they are corrupted. A corrupted creature has their mind warped and twisted by the primordial; insights that have been forced into their brains. The creature gains a trait of Short and Long Term Madness. If it tries to cast a spell or use any supernatural effect (such as: Divine Smite, Ki, Blood Maledictions, Wildshape, Spell Casting, etc.), it must first succeed on a DC 25 spell casting modifier check or the fitting ability check for the ability, otherwise the effect fails and is wasted, if they succeed on the save they take half damage and aren't corrupted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Beguiling Omnipotence (3/day). All creatures within 60ft of Azareck Vaalen must make a Wisdom saving throw (DC 35) or become Charmed for a minute. A creature whose level is less than or equal to 17 (or has a CR less than or equal to 17) instantly fail the save. During this charm, all affected creatures roll a d20. On an 11-20, creatures must spend their action and reaction running all of their movement in the opposite direction. On a 1-11, the affected creature must instead attempt to attack the nearest creature it sees, other than Azareck Vaalen or itself. It must use all of it's extra attacks or one one of its damaging Cantrips/Spells (if spells are available). They repeat the save at the end of each of their turns. After a creature successfully saves, the save DC becomes 20 for the next 24 hours.
Diatribe of Madness (Recharge 5-6). Azareck Vaalen babbles incoherently, the sound causing immense distress, pain, or madness in creatures that can hear him. Each creature within 120 feet of Azareck Vaalen and can hear his words must succeed on a DC 35 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.
Rend Psyche (Recharge 5-6). Up to three creatures of the Azareck Vaalen's choice within 60ft of him must succeed on a DC 35 Intelligence saving throw or become stunned for 1 minute. A creature can repeat the saving throw as a bonus action or an action on each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Azareck Vaalen's Rend Psyche for the next 2 rounds. During that creature's turn, Azareck Vaalen makes its decisions. He can only choose one action/bonus action and not the other. If it does use an action or bonus action, its other action/bonus action must be used to repeat the saving throw. Using an action is done for free by Azareck Vaalen. When the effect ends, the controlled player is stunned for 1 minute and repeats the save at the end of every turn.
Demiurgic Oblivion (1/day). This action cannot be taken if Azareck Vaalen is above 100 hit points and takes his whole action (other than his Teleportation). Exalted beams strike down at Azareck Vaalen’s enemies in retaliation. Each creature of Azareck Vaalen’s choice must make a DC 35 Wisdom saving throw or take force damage equal to their current hit points, or half that much on a successful save. He also instantly regenerates all expended uses of his Warlock spell casting and recharges his Eldritch Corruption and Primordial Truth abilities.
Bolt of Change (Recharge 5–6). Azareck Vaalen fires a beam of destructive energy in a 300-foot line that is 20 feet wide. Each creature in the line must make a DC 35 Dexterity saving throw, taking (22d10) force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, destroying everything it was wearing or carrying that isn't magical.
Eldritch Corruption (Recharge 6). Azareck Vaalen chooses a creature he can see. They must make a DC 35 Charisma saving throw or take 8d10 psychic damage and be completely controlled by Azareck Vaalen on their next turn. If this ability would reduce a creature’s hit points to zero, it instead reduces their hit points to one and that creature is permanently under Azareck Vaalen's control. This can be removed by a Remove Curse, Greater Restoration, or Wish spell.
Primordial Truth (Recharge 5-6). Azareck Vaalen speaks of the primordial truths of the multiverse. Up to ten creatures that Azareck Vaalen chooses must make a DC 35 Intelligence saving throw or take 18d10 psychic damage and be stunned until the end of their next turn. They take half that much damage on a successful save and are instead charmed until the end of their next turn.
Runes of the Great Ones (Recharge 5-6). Azareck Vaalen weaves runes into the fabric of reality that rend at the sanity of those around him, creatures in a 90 foot radius around Azareck Vaalen must make a DC 35 Wisdom saving throw, taking 7d8 psychic damage and 7d8 force damage and 7d8 radiant damage and are knocked prone and gain a trait of Long Term Madness on a failed save, a creature that succeeds on the saving throw takes half damage and is not knocked prone and is immune to the madness effect for 24 hours
Arcane Nullification (Recharge 5-6). Azareck Vaalen creates a 60-foot cone. Each creature in that area must make a DC 35 Charisma saving throw. On a fail, all magical effects on them and spells they are maintaining through concentration, end, and the creature takes 10d8 force damage.
Mind Blast (Recharge 5–6). Azareck Vaalen magically emits psychic energy in a 90-foot cone. Each creature in that area must make a DC 35 Intelligence saving throw, or take (15d8 + 10) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Occult Supremacy (Recharge 5-6). As a mighty occultsit, Azareck Vaalen has a certain influence over the undead, fiends and abberations. Azareck Vaalen can use an action to target a number of the above creature types equal to his proficiency bonus (9) within 120 feet of himself. If the creature is not under the control of another creature (such as with the Animate Dead spell), Azareck Vaalen must make a Charisma ability check against the creature's Challenge Rating (CR), and if the creature has an Intelligence less than 8 Azareck Vaalen automatically succeeds. However, if the creature is under the control of another creature, Azareck Vaalen must make a Charisma ability check against the controller of the creature's spell save DC or CR (DM's choice). If the creature has an Intelligence of 24 or higher and is not under another creature's control, Azareck Vaalen makes this check at disadvantage. If Azareck Vaalen succeeds, the targeted creatures are permanently under his control. Azareck Vaalen can choose to relinquish control of any creature under his command without requiring an action.
Boundless Transcendence (Recharge 6). This takes his whole action. All creatures within a 10 mile radius of Azareck Vaalen must make a DC 35 Constitution save or fall prone and be stunned for 1 hour and take 15d6 necrotic or force damage. All targets affected must make a DC 35 Wisdom save or be blinded, deafened, paralyzed and frightened for 1 hour and take 25d6 psychic damage. All affected creatures are overwhelmed by Azareck Vaalen's presence. A creature can repeat the saves on the end of their turn. If a creature's saving throw was successful or the effect ends for it, the creature is immune to this for the next day.
Summon Servants (1/Day). Once per day, Azareck Vaalen can summon demons/aberrations/undead of chaotic alignment with a combined total of 500 hit points to an unoccupied space, or several unoccupied spaces within 100 feet of him. These servants roll their own initiative and are friendly to Azareck Vaalen and his allies. On future turns, Azareck Vaalen can, as bonus action command the servants to do certain actions, which the servants must do exactly in the way Azareck Vaalen intended.
Turn to Mist (1/Day). Azareck Vaalen assumes a gaseous form for no more than a total of 8 hours, appearing as a writhing mass of grey smoke (the size of which cannot exceed Gargantuan). While in this form, Azareck Vaalen has a flying speed of 300 feet. If air can pass through a space, the smoke form can do so without squeezing. The only actions he can take in this form are the Dash action or to revert to its normal form. If he is in this smoke form for a total of 8 hours, he reverts to its normal form and cannot use this ability until the next dawn.
Dominance Over Life and Death (Recharge 6). Azareck Vaalen has an instinctual ability to manipulate life and death. As an action, he can cause all non-undead corpses within 120 feet of it to become a zombie or skeleton of the appropriate creature sub-type (i.e. a Frost Giant corpse becomes a Frost Giant Zombie) permanently under his control. Alternatively, he can, as an action, cause all creatures within 120 feet of it to make a DC 35 Wisdom saving throw. On a failure, any undead whose CR or level is 15 or less is obliterated, and any undead whose CR or level is 16 or higher takes (18d8) radiant or necrotic damage and is turned; on a success, any creature whose CR or level is 15 or less takes (18d8) radiant or necrotic damage and is turned, and any creature whose CR or level is 16 or higher takes (12d8) radiant or necrotic damage.
Calamitous Warp (Recharge 6). This takes his whole action. Azareck Vaalen utters incomprehensible words that twists and warps the very sanity of the multiverse. Each creature within 120 feet of Azareck Vaalen must make a DC 35 Charisma saving throw or take (40d6) psychic damage and gain a trait of Indefinite Madness that lasts until the creature is restored through spells like greater restoration. Those who pass take half damage and are immune to the madness effect for 24 hours.
Grand Catastrophe (1/day). This takes his whole action. Azareck Vaalen conjures orbs of magical energy that plummet to the ground at six different points he can see within 1 mile of him. Each creature in a 60-foot-radius sphere centred on each point must make a DC 35 Dexterity saving throw, taking (24d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an Antimagic Field for 24 hours. Azareck Vaalen and spells he casts are unaffected by these fields.
Arcane Prodigy. Whenever Azareck Vaalen is subjected to magical damage, he may use a reaction to reduce the damage by 10d6. If the source is a spell, Azareck Vaalen learns that spell.
Rift Walker. Azareck Vaalen may magically teleport 120 feet in any direction.
Brutal Regeneration. When Azareck Vaalen drops an enemy to zero hit points he regains hit points equal to 5x the level (or CR) of the creature.
Entropic Ward. Use the Entropic Ward Warlock feature
Spell Reflection (10 per short rest) Azareck Vaalen knocks back any line spell, projectile spell, or a spell that requires an attack roll that's 9th level or lower at the caster, using the same attack roll and damage for the spell. In order to do this, Azareck must be able to see the caster and isn't incapacitated or surprised. Azareck can also choose to divert the spell at another target instead of the caster.
Nullify Causality (10 per short rest). Azareck Vaalen can use a reaction to nullify the use of abilities such as: Channel Divinity, use of Ki, use of Metamagic, use of Wildshape, Smite, Blood Maledicts etc. Azareck Vaalen makes a contested spell ability check against their primary ability modifier. If Azareck Vaalen wins - the effect is nullified.
Warp Reality (Recharge 5-6). Whenever a hostile creature within 120 feet of Azareck Vaalen casts a spell of 9th level or lower, he can use his reaction to roll a d6. On a roll of 5 or 6, the spell fails, expending a spell slot as usual, and Azareck Vaalen copies the effect of the spell, and uses it immediately as he sees fit.
Shield. Azareck Vaalen casts shield (can only cast once per turn)
Azareck Vaalen can take 6 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. Azareck Vaalen regains spent legendary actions at the start of his turn.
Detect (Costs 1 Action). Azareck Vaalen makes a Wisdom (Perception) check.
Eyes of Chaos (Costs 2 Actions). Azareck Uses his Eyes of Chaos feature.
Teleport (Costs 1 Action). Azareck Vaalen may teleport 120 feet in any direction
Psychic Barrier (Costs 3 Actions). For the next turn, Azareck Vaalen has a psychic barrier:
When an enemy succeeds on an attack that requires an attack roll against Azareck Vaalen, all creatures within 15 feet of the him must succeed on a DC 33 Intelligence saving throw or take (8d8) Psychic damage.
Read Thoughts (Costs 1 Action). Azareck Vaalen magically reads the thoughts of one creature within 120 ft of him. The effect can penetrate barriers. While the target is in range, Azareck Vaalen can continue reading its thoughts, as long as the Azareck Vaalen's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, Azareck Vaalen has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target and knows the creature’s deepest and darkest desires.
Eldritch Storm (Costs 3 Actions). Azareck Vaalen magically creates three bolts of eldritch lightning, each of which can strike a target Azareck Vaalen can see within 120 feet of it. A target must make a DC 33 Dexterity saving throw, taking 2d10 lightning damage and 2d10 force damage on a failed save, or half as much damage on a successful one.
Absorb Life (Costs 3 Actions). Every non-undead creature within a 150-foot radius of Azareck Vaalen must make a DC 35 Constitution saving throw. On a failed save, creatures take (15d6) necrotic damage and have their hit point maximum reduced by that amount until the greater restoration spell or similar magic is cast on them. On success, creatures take half damage and do not have their hit point maximum reduced. Azareck Vaalen regains the amount of necrotic damage dealt as hit points. If the amount of hit points Azareck Vaalen gains restores Azareck Vaalen to his hit point maximum, Azareck Vaalen gains the excess as temporary hit points. A humanoid slain in this way becomes a wraith under Azareck Vaalen’s.
Visions of a Realm Unseen (2 Actions). A creature restrained by Azareck Vaalen's Madness, the creature must succeed on a DC 33 Intelligence saving throw or be paralyzed for 1 minute. While paralyzed, the target suffers visions of the Far Realm; taking 2d20 psychic damage once per round. Each subsequent round, the psychic damage increases by an additional 1d10.
Rend Reality (Costs 2 Actions). Azareck Vaalen rips at the bonds of reality in his immediate area. Each creature within 30 feet of Azareck Vaalen must succeed on a DC 35 Constitution saving throw or take 5d12 force damage and gain one level of exhaustion.
Attack (Costs 1 Action). Azareck Vaalen makes an Eldritch Strike.
Touch of Death (Costs 2 Actions). Azareck Vaalen makes a Touch of Death attack.
At-Will Spell (Costs 1 Actions). Azareck Vaalen casts an at will spell of his choice.
Mind Break (Costs 2 Actions) A creature of Azareck Vaalen’s choice within 120 feet of him and aware of him must succeed on a DC 33 Wisdom saving throw or be inflicted a trait of Long Term Madness.
Wrath of the Old Ones (Costs 4 Actions). Azareck Vaalen unleashes an all-powerful psychic blast. Each creature within 150 ft. of it must make a DC 35 Wisdom saving throw, taking (30d6) force damage and be stunned for 1 minute and gain a trait of Short Term Madness on a failed save, or half as much damage on a successful one and not be stunned. Repeat the save at the beginning of every turn to remove the stun.
These actions can be used in as other options for Azareck Vaalen's Legendary Actions, and last while he still has Mythic Traits.
Arcane Nullification (Costs 1 Action). Azareck Vaalen uses his Arcane Nullification ability.
Occult Supremacy (Costs 2 Actions). Azareck Vaalen uses his Occult Supremacy ability.
Spell (Costs 2 Actions). Azareck Vaalen casts a spell of 1st level or higher.
Soul Drain (Costs 2 Actions). Azareck Vaalen uses his Soul Drain.
Bolt of Change (Costs 3 Actions) Azareck Vaalen uses his Bolt of Change.
Through the Gates of the Silver Key (Costs 3 Actions). Azareck Vaalen uses his Through the Gates of the Silver Key.
Boundless Transcendence (Costs 4 Actions). Azareck Vaalen uses his Maddening Transcendence ability.
Dominance Over Life and Death (Costs 4 Actions). Azareck Vaalen uses his Dominance Over Life and Death Ability.
Calamitous Warp (Costs 5 Actions). Azareck Vaalen uses his Calamitous Warp ability.
Description
(Note: this monster is supposed to be for well prepared epic level+ parties and isn't necessarily supposed to be fought by a single party. This monster is definitely above CR 30 and is very overpowered for this reason. This should be kept in mind).
Azareck Vaalen goes by many names: The Mad Emperor of Yharnam, The Mad Emperor of the Land of Dreamers, The Profane Pharaoh of the Anarchic Wastes, The Demon Sultan of Freedom, The Grand Blasphemer, The Eternal Heretic, The Oblivion Serpent, The Upstart Who Vanishes, The Laughing Calamity, The Eternal Disaster, The Breaker of Cycles, The Great Darkness, The Void Ghost, The Herald of the Godhead, The Black Goat of Chaos, The Daemon of the Apocalypse, The Emissary of the Lurker at the Threshold, The Messenger of the Ultimate Darkness, The Bringer of the Merciless Storm, The Fated One, The Lucid Dreamer, The Sharmat, The False Hope, The Unbound, The Moon Beast, Firestarter, Rainmaker, The Great Catalyst, The Ghost Snake, The Immortal Holocaust, The Warlock Emperor of Ruin, The Undying Pharaoh of the Darkened Depth, He Who Will Ascend, The Mad Warlock of Yharnam, The Orphan of Kos, The Needed Change, The Adversary, The Transcendent Madman, The Usurper of the Divine, The Madman of the Corrupt Sands, The Lunatic of Arkham, The Last Child of the Cosmos, The Monster of the Gods, The Cataclysmic Abomination, Apollyon, The Eye of Oblivion, The Mad Scholar of the Primordial Chaos, The Supreme Occultist of the Ultimate Void, The Avatar of the Demiurgic Oblivion, The Grand Warlock of Umr at-Tawil, The Black Horned Ephialtes, The Eldritch Wanderer, The Deathless Anathema, The Grinning Man, The Greedy Man, He Who Corrupts, The Stygian Nightmare, The Demon of Falsehoods, The Void Serpent, Fateweaver, He Whose Eyes Pierce Beyond the Veil, The Formless Horror, and Arch Warlock of the Outer Gods
Azareck Vaalen is a supremely powerful Warlock who draws on the powers of the Far Realm. Azareck Vaalen is considered one of the mightiest Warlock to have ever lived; a legendary spell caster who can bend and warp reality to his will with mere thoughts. Azareck Vaalen has mastered all the schools of magic to an extent most can only dream, and he's revolutionised the practise of the arcane arts.
Azareck Vaalen is a slim, extremely tall (around 6" 8, 7" including his horns) tiefling male with a very slim build. He's a sight to behold: alabaster skin, wild and spiky golden blonde hair that seems to defy gravity, curled back black horns, glowing blue eyes with black scleroses and serpentine eyes, razor sharp teeth with the canines being pronounced, snake tongue, a mouth that's usually stretched into a grin, fish gills, and a black and blue crocodile tail. There are viscous burn scars that line his body; however most of all are the eyeballs that line his body, a large eye appearing on his chest. Despite wearing the ornate black and gold emperor robes and jewellery, he looks dishevelled and wild, like a homeless man, a sign of his origins.
Azareck Vaalen is incredibly dangerous and while undeniably insane and chaotic, this is not what makes him truly dangerous; it's his unparalleled powers of logic and reasoning, combined with his unrivalled understanding of the nature of reality and mortals, in addition to his unmatched skills in manipulation and the sheer force of his overwhelming charisma that make him a fearsome enemy. He's a ruthless genius; ambitious and obsessive, determined and mad; manipulating people to obey him or destroying anything and everyone who dares stand in his way to his ultimate goal. He wishes to ascend to a higher level of existence and surpass the pantheon of the gods.
The 'Albazar Xan Azakin' (or 'Artefacts of the Outer Gods). Only effects that aren't on the sheet proper are included
When you first attune to this item you can summon and dispel the mask at will, however not wearing the mask means you don't gain access to certain features, that will be underlined.
Mask of the Crawling Chaos
- When casting Counterspell or Dispel Magic, you rolls are done at advantage, and when done against you it's done at disadvantge.
- You have advantage on saving throws against being Charmed or Frightened.
- You have advantage of Death Saving Throws.
- You gain +1 to Saving Throws.
- You can re-roll natural 1's; however you must take the next result.
- Once per day you can cast Wind Walk.
- The first time you go to 0 hit points, you instead go to 1 and teleport 60ft.
- You gain advantage on Deception and Persuasion checks.
- If the wearer is a vampire, upon death they instantly warp to the mask regardless of circumstances or complications, however it takes them 10x as long to reform.The wearer can only truly die is via a Wish spell, or if the mask is destroyed while the wearer is reforming (it takes 1 month to reform, and 1 year if there was any complications). Resurrection magic can shorten the time, with the time being shortened by 1 week x the level of spell. Only True Resurrection and Wish can store the wearer instantly.
- If the wearer is undead, they don't count as such when interacting with healing spells.
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You no longer age and you're immune to effects that would forcibly age you. You do not need any organs or body parts to survive.
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Your maximum hit points cannot be reduced and you're immune to effects that would instantly reduce you to 0 hit points or out right kill you, including taking radiant or necrotic damage, sunlight, and the disintegrate spell. In the case of something like the Monk 'Vibrations', they always take the 10d10 necrotic damage.
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You become a 'Formless Horror', which means the following: you may change your appearance at will. being able to perfectly replicate or create you own form with a size category = to or smaller than your size category. The disguise is perfect and cannot be seen through by any means. You have a Hover Speed = to your Movement Speed. The disguise cannot be be dispelled via antimagic or dead magic. You cannot be located or tracked via Divination and you're constantly under the effects of the 'Freedom of Movement' and 'Tongues' spell. You use your Charisma to break through Grapples. You can phase through solid matter at will, however you cannot phase through magic constructs, and if you end you turn in an object you are instantly flung to the nearest empty space.
- If you're a Vampire you no longer posses your Forbiddance, Sunlight Hypersensitivity, or Running Water weakness.
- Spells that indicate truthfulness always do should you wish.
- When you're under half your hit points you regain 1d6 hit points at the beginning of every turn until you're over half. This feature doesn't function if you're unconscious.
- Whenever you take Necrotic damage, you reflect back half the damage you take.
- Once per long rest you can cast the Glibness spell
- You are immune to opportunity attacks.
- You can cast more than one spell per turn.
- When casting Counterspell or Dispel magic, you add your proficiency bonus to the roll.
- You use Charisma when doing concentration checks.
- You gain +3 to Mental Saves.
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When you cast an Enchantment spell of 1st level or higher that targets only one creature, you can have it target an additional creature.
- When you cast a Transmutation spell that only targets 1 creature, you can target an additional creature.
- When you cast a Divination spell that targets only 1 creature, you can target an additional creature. Furthermore you ignore immunity to detection and scrying unless from a Spell 8th level of higher or from a legendary artefact.
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When casting Necromancy spells you can ignore any environmental requirements.
- When you cast an Evocation spell that only targets one person, you can target an additional creature
- Once per long rest you can do one of the following before you cast a spell: you can add +10 to a spell attack roll, you can add your level to spell damage, or you can increase the Spell DC by 1.
- Your Eldritch Master feature takes 4 rounds.
- The mask has 5 charges that allow the casting of the following spells: Astral Projection (5 Charges), Weird (5 Charges), Blade of Disaster(5 Charges), Phase Shift (5 Charges), Power Word Kill (5 Charges), Gate (5 Charges), Foresight (5 Charges), Ravenous Void (5 Charges), True Polymorph (5 Charges), Time Ravage (5 Charges), Entropic Drain (3 Charges), Heat Death (4 Charges), Evaporation (1 Charge), Antipathy/Sympathy (4 Charges), Circle of Death (2 Charges), Disintegrate (2 Charges), Dominate Monster (4 Charges), Finger of Death (3 Charges), Mass Suggestion (2 Charges), Power Word Stun (4 Charges), Reality Break (4 Charges), Resurrection (3 Charges), True Seeing (2 Charges), Dark Star (4 Charges), Clone (4 Charges), Abi-Dalzims Horrid Whilting (4 Charges), Crown of Stars (3 Charges), Flesh to Stone (2 Charges), Eyebite (2 Charges), Create Undead (2 Charges), Antimagic Field (4 Charges), Contingency (2 Charges), Find the Path (2 Charges), Maddening Darkness (4 Charges), Primordial Ward (2 Charges), Gravity Fissure (2 Charges), Summon Fiendish Spirit (2 Charges), Symbol (3 Charges), Scatter (2 Charges), Mental Prison (2 Charges), Soul Cage (2 Charges), Plane Shift (3 Charges), Prismatic Spray (3 Charges), Project Image (3 Charges), Mirage Arcane (3 Charges), Power Word Pain (3 Charges), Otto's Irresistible Dance (2 Charges), Demiplane (4 charges), Teleport (3 Charges), Dominate Person (1 Charge), Dispel Evil and Good (1 Charge), Earthquake (4 Charges), Etherealness (3 Charges), Forbiddance (2 Charges), Forcecage (3 Charges), Harm (2 Charges), Reverse Gravity (3 Charges), Tsunami (4 Charges), Whirlwind (3 Charges), Cloudkill (1 Charge), Enarvation (1 Charge), Incendiary Cloud (4 Charges), Globe of Invulnerability (2 Charges), Telepathy (4 Charges), Mind Blank (4 Charges) Dream (1 Charge), Gaes (1 Charge), Feeblemind (4 Charges), Antilife Shell (1 charge), Far Step (1 Charge), Hold Monster (1 Charge), Raise Dead (1 Charge), Modify Memory (1 Charge), Scrying (1 Charge), Synaptic Static (1 Charge), Summon Greater Aberration (1 Charge), Skill Empowerment (1 Charge), Legend Lore (1 Charge), Commune (1 Charge), Contact Other Plane (1 Charge) and Negative Energy Flood (1 Charge). Furthermore you can cast the following spells at will: Animate Dead, Blur, Charm Person, Crown of Madness, Darkness, Detect Evil and Good, Detect Thoughts, Enhance Ability, Enemies Abound, Mage Armour, Hex, Hypnotic Pattern, Protection from Evil and Good, Psionic Blast, Sanctuary, See Invisibility, Speak With Animals, Spirit Shroud, Suggestion and Vampiric Touch. All of these spells use your Spell DC and charges reset every dawn any are expended (1d4+1). These spells use your Spell DC and Attack Modifier and don't require material components.
- You may cast Meteor Swarm in place of one of your Mystic Arcanum.
- You ignore immunity to the Charmed and Frightened condition, those who do have advantage on the save. Those who have advantage on the save normally do not.
Oghma Infinium
- Once per day you can cast Dominate Monster.
- When making intelligence checks about magic and the eldritch you add your proficiency bonus.
- You can use action to recite words from the book to creatures, causing creatures within 80ft to take 10d6 psychic damage, this benefits from spell buffs.
- You can cast Wish once every month using the book.
- You gain X-Ray Vision
- Melee Attacks deal an extra 2d8 Cold Damage
- You experience premonitions of danger and you cannot be Surprised
- Once per day you can place a 30ft Anti-Magic Sphere around yourself that doesn't effect you
- Once per day you can remove all of someone's resistances and immunises for a single turn
- You can, as an action, make someone vulnerable to all damage the next time they take damage
- Once per day you can cast Time Stop
- As a reaction you can reduce the damage of something by twice your Spell Casting modifier
- The book contains knowledge like: the ritual for Lichdom, the ritual for becoming a Death Knight, how to kill Deities, the true names of many Fiends (including some Archdevils and Demon Lords) and Aberrations and Gods and the like, the secrets of the Far Realms, the ascension of people to greater beings, and other related subjects.
- If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a Spell DC Constitution saving throw or drop to 0 hit points.
- The Oghma Infinium has the name of every spell, books, potion, deity, pantheon, magical and non-magical creature and enchantment in existence; as well as descriptions of scientific principles and history - including phenomena not yet discovered and the future and knowledge of paradoxical and impossible phenomena for places with different (or non-existent) physics and the future of different timelines (however reading the future with the book is confusing and hazy).
- The book contains knowledge of the Outer Gods and the dream and allows communion with the Outer Gods. The Oghma Infinium cannot be destroyed and can simply be summoned back to Azareck Vaalen at will. The Oghma Infinium tells you when non-deities are going to die and how.
- You can cast every Divination spell at will at their lowest level and they don't require concentration
- You ignore immunity to Scrying and Divination (including buffs like Foresight)
- You are immune to Divination (including Foresight)
- Should someone tries to charm or frighten you and you succeed in the save, you can reverse the charm back on the creature. When done in this way it doesn't require concentration.
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The Oghma Infinium has every spell in existance in it.
Robes of the Black Goat
- Critical hits against you become normal
- Your AC cannot be lower than 20
- Resistance to damage against spells
- You are immune to effects that would cause instant death
- For every 1/3 hit points you are down you gain +1 to Attack Rolls and your Spell DC and + your Spell Modifier to Damage Rolls
- You can never gain disadvantage on a save
- All effects that heal you are quadrupled
- Functions as a displacement cloak that can only be dispelled on a critical hit
- You can only ever be crit on a 20 regardless of buffs
- You reduce critical hit dice by d4
- You reduce damage from weapons by a number of d6 = to your Charisma modifier, if it reduces it to 0 damage the target takes a Necrotic damage = to a number of d6 = to your Charisma modifier
- If you are a vampire or undead, you no longer posses any of the negative traits.
- Upon death, True Resurrection is instantly cast, you are restored to full hit points, all debuffs cast on your are removed, you are completely restored with no negative effects regardless of circumstances, and you and you are teleported 1 mile away from your death place if you wish. This happens 1 time per long rest
- You can cast Shield at will
- You can choose to cast Necromancy and spells that summon creatures at their highest level at will, furthermore you have total control over them and you don't require to concentrate on them.
- You can cast Spirit Shroud at will
- Undead, Fiends, Aberrations and Celestials always have disadvantage on attack rolls against you and Saving Throws.
- As an action you can cloak your self in shadows gaining Greater Invisibility
The Eye of the Primordial Void
- Spells you cast cannot be countered or dispelled via any means
- You ignore other creature's immunity to divination
- You're immune to Divination (including buffs like Foresight)
- You can cast divination spells at their highest level at will.
- Stealth checks done against you are done at -5
- You have +2 to all Saving Throws
- You can place a 300 ft Anti-Magic field around you once per day
- You cannot be surprised
- You have infinite ranged Truesight and X-Ray vision that can penetrate through anything and everything
Crown of the Mad Emperor
- Also known as the Crown of the Dreamer
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Whenever you take damage, make a Constitution saving throw. The DC is equal to 10, or half the damage you took, rounded down, whichever is higher. On a failed save, choose any number of spell slots whose levels add up to either match or exceed the difference between the number you rolled and the DC. Those spell slots are immediately expended as you cast those level spells
Whenever you cast a levelled spell, roll a d100:
- 1-50: No additional effect.
- 51-60: Recover a 1st level spell slot.
- 61-69: Recover a 2nd level spell slot.
- 70-77: Recover a 3rd level spell slot.
- 78-84: Recover a 4th level spell slot.
- 85-90: Recover a 5th level spell slot.
- 91-94: Recover a 6th level spell slot.
- 95-97: Recover a 7th level spell slot.
- 98-99: Recover a 8th level spell slot.
- 100: Recover a 9th level spell slot.
You cannot recover spell slots past your maximum per level. If you would recover a spell slot of a higher level than you are able, instead recover a spell slot of the next highest level you are able to.
- You and all allies within 30 feet of you gain the benefits of the Bless spell; furthermore if an enemy enters within a 30 feet radius of you, they must make a Charisma saving throw (you Spell DC), and on a fail they are under the effects of the Bane spell, if they succeed they're immune for 1 minute.
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You may telepathically suggest a single, simple course of action, which the dominated subject(s) will follow to the best of their ability, persisting even if this action causes harm to themselves or others. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the effect ends when the subject finishes what it was asked to do. You may specify conditions, for example; "You will attack the first non-human to walk through that door". You may target a single creature within range. If the target is a creature with a CR of 9 or higher, or a player character with 17 or more levels of experience, the target must make a Spell DC Charisma saving throw. On a failed save the target is dominated for up to 24 hours. On a successful save the crown has no effect and they are immediately aware of the attempt to influence them.You may target any number of creatures within range, each with an individual CR of 10 or lower, or multiple player characters each with 16 or fewer levels of experience. These weaker targets are immediately dominated for up to 1 year. They have no save vs. the effect and are unaware of the source of their compulsion.
- Each creature within 30 feet of the crown that can see it must make a Spell DC Wisdom saving throw, suffering from the effects of Short-Term and Long-Term Madness on a failed save for 3d10 x 3 minutes, after which the creature can repeat the saving throw. On a success, the creature is immune to the Crown's effect for the next 24 hours, if they don't save before 24 hours, they gain a trait of Indefinite Madness
- You can cast Enchantment spells at their highest level at will.
- Once per day you can Teleport without error. The crown will teleport only its bearer and no other creature.
- You can use your reaction when another creature casts a spell that targets only you. If you use your reaction for this scenario, make an Arcana check with DC equalling the original casters Spell Save DC x 2. On a success, that spell is reflected back at the original caster.
- The crown cannot be removed from your head while you are attuned to it by anyone other than Azareck Vaalen
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This Crown has 15 charges, you can spend up to three of this charges in one or several of the crown properties listed below. The Crown regains the expended charges at dawn.
Abjuration (3 charge). You can weave a magical protection in your surroundings. As a bonus action you can build a safeguard over yourself or an ally within 60 feet from you. This safeguard has as many hit points as three times your level + your Charisma modifier. Each time you or the creature you conjured it over were to take damage, the safeguard will take it instead. If it is reduced to 0, you will take the remaining damage.
Conjuration (3 charge). You can use an action to teleport up to 300 feet to an unoccupied space that you can see. Alternatively, you can choose a space occupied by a Medium or Small creature. If the creature is willing, both teleport changing your mutual positions.
Divination (3 charge). You can detect things that normally wouldn't be able to be seen. You can cast the see Truesight without material components.
Enchantment (3 charge). When a creature within a maximum 60 feet distance from you makes an attack against you, you can use your reaction to redirect the attack. The attacker must make a Wisdom saving throw with the DC of your Spellcasting Ability. If it fails, it chooses the nearest creature, not you nor the attacker. If there are several creatures within the same distance, the attacker chooses who to attack.
Evocation (4 charges). You can channel the elements for your protection. As an action, you create a 30-feet radius area centred on you that only damages your enemies. This area lasts for up to a minute or until you are incapacitated or unconscious. You can choose the damage type between fire, cold, lightning, thunder, acid or poison damage. Each hostile creature that enters the area takes 4d12 damage of the chosen type, and if it ends its turn on the area, takes an additional 1d12 damage.
Illusion (4 charges). As an action, you can create a perfect illusion of yourself that lasts for 1 minute. The illusion appears in an unoccupied space that you can see within 60 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
Necromancy (number of charges varies). You can cast the spells Revivify (2 charge), Raise Dead (3 charges) or Resurrection (4 charges) without requiring any material components.
Transmutation (5 charges). You can cast Polymorph, but it is not limited to beasts. You can transform the objective in any kind of creature. The rest of the spell conditions still apply.
- The Crown has a maximum of three charges on it to do the following. These charges can be consumed to instead allow the spellcaster to forgo their bonus actions and gain a second action for spellcasting, again allowing the spellcaster in question to cast two spells, two cantrips, or a spell and a cantrip.
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13 prismatic diamonds worth 10,000 gold each. The artwork on the crown is etched in platinum and gold.
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Remove a diamond to cast the spell Wish or a 9th level Prismatic Spray or Prismatic Wall. The diamonds regenerate every dawn.
For each diamond in the crown the wearer gets 10 extra temporary hit points.
The crown emits an aura that make the wearer immune to necrotic damage and all other creatures within 10 ft. are vulnerable to necrotic damage. Any creature brought to 0 hit points by the wearer of the Crown only gets 2 failed Death Saving Throws.
Staff of the Demiurgic Oblivion
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This staff can be wielded as a magic Quarterstaff. The staff has 60 Charges for the following properties. It regains 8d6+6 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 Charges. You cannot be located via Divination. While holding the staff, you have advantage on Saving Throws against Spells and magical effects. In addition, you can use your Reaction when another creature casts a spell that Targets only him. If you do, the staff absorbs the magic of the spell, cancelling its effect and gaining a number of Charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of Charge above 60 the staff breaks as with the Retributive Strike. You also gain +3 to your Saving Throws
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While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability, if the wielder is Azareck Vaalen there casting times are reduced to instantaneous and they don't require concentration: Conjure Elemental (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), Flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), Knock (2 charges), Mirror Image (2 Charges), Phantasmal Force (7th-level version, 7 charges), Fear (3 charges), Hypnotic Pattern (3 charges), Major Image (3 charges), Greater Invisibility (4 charges), Hallucinatory Terrain (4 charges), Phantasmal Killer (7th-level version, 7 charges), Creation (5 charges), Mislead (5 charges), Mental Prison (6 charges), Programmed Illusion (6 charges), Glyph of Warding (3 charges), Symbol (7 charges), Mirage Arcane (7 charges), Project Image (7 charges), Illusory Dragon (8 charges), Weird (9 charges), Meteor Swarm (9 charges), Lightning Bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), Web (2 charges), Zone of Truth (3 charges), Darkness (3 charges), Inflict Wounds (7th-level version, 7 charges), Blindness/Deafness (2 charges), Variant Animate Dead (3 charges, 1 extra charge per level), Bestow Curse (3 charges), Blight (4 charges), Contagion (5 charges), Raise Dead (5 charges), Danse Macabre (5 charges), Create Undead (6 charges, 1 extra charge per level), Harm (6 charges), Magic Jar (6 charges), Soul Cage (6 charges), Resurrection (7 charges), Tether Essence (7 charges), Meteor Swarm (9 charges), Greater Power Word Kill (9 charges), True Polymorph (9 charges), Imprisonment (9 charges), Invulnerability (9 charges), Mass Polymorph (9 charges), Foresight (9 charges), Prismatic Wall (9 charges), True Resurrection (9 charges), Greater Time Stop (9 charges), Gate (9 charges), Reality Break (8 charges), Dark Star (8 charges), Time Ravage (9 charges), Ravenous Void (9 charges), Sands of Time (9 charges), Clone (8 charges), Astral Projection (9 charges), Command (1 charge), Charm Person (1 charge), Enthrall (2 charges), Hold Person (7th level-version, 7 charges), Charm Monster (4 charges), Compulsion (4 charges), Confusion (4 charges), Dominate Beast (4 charges), Dominate Person (5 charges), Gaes (5 charges), Modify Memory (5 charges), Synaptic Static (7th level-version, 7 charges), Mass Suggestion (6 charges), Feeblemind (8 charges), Detect Thoughts (2 charges), Find Traps (2 charges), Tongues (4 charges), Arcane Eye (4 charges), Locate Object (2 charges), Locate Creature (4 charges), Commune (5 charges), Contact Other Plane (5 charges), Legend Lore (5 charges), Scrying (5 charges), Find the Path (6 charges) True Seeing (6 charges), Cone of Cold (5 charges), Globe of Invulnerability (6 charges), Hold Monster (5 charges), Levitate (2 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), Wall of Force (5 charges), Clairvoyance (2 charges), Crown of Madness (1 charge), Disintegrate (6 charges), Dominate Monster (5 charges), Eyebite (6 charges), Finger of Death (7 charges), Sleep (1 charge), Slow (2 charges), Teleport (7 charges), Azareck's Ruthless Laceration (6 charges), Azareck's Serendipitous Warp (6 charges), Azareck's Grim Destiny (6 charges), Azareck's Serpentine Tongue (6 charges), Azareck's Transcendent Eyes (6 charges), Azareck's String Fate (6 charges), Azareck's Unrelenting Madness (7 charges), Azareck's Call to Oblivion (7 charges), Azareck's Tendrils of the Void (7 charges), Azareck's Chaos Flames (7 charges), Azareck's Debilitating Word (7 charges), Azareck's Baleful Grasp (7 charges), Azareck's Cosmic Retribution (8 charges), Azareck's World of Imagination (8 charges), Azareck's Demonic Aspect (8 charges), Azareck's Time Step (8 charges), Azarecks's Psychic Ascendance (8 charges), Azareck's Ultimate Nullification (8 charges). He can also use an action to cast one of the following Spells from the staff without using any charges: Silent Image, Arcane Lock, Detect Magic, Enlarge/Reduce, Light, Mage Hand, or Protection from Evil and Good, Detect Evil and Good, Detect Poison and Disease, Identify, Speak with Animals and Friends. If Azareck is wielding this then Azareck spells cost 1 less charge to cast.
- Strikes with the staff deal an extra 3d8 Force damage
- You can use an action to break the staff over his knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 60-foot-radius Sphere centred on it. You are unaffected by the explosion. People effected that are directly in in the radius take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 30 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage. Damage for Distance from Origin: 10 ft. away or closer — 8 x the number of Charges in the staff, 11 to 20 ft. away — 6 x the number of Charges in the staff, 21 to 30 ft. away — 4 x the number of Charges in the staff. The Staff then goes to 0 charges.
- Once per short rest you can cast 3 of the following: Azareck's Final Catastrophe, Azareck's Lucid Dream, Azareck's Great Calamity, Azareck's Eyes of Ruin, Azareck's Nightmare of the Godhead and Azareck's Bolts of Divine Madness.
- You can cast Evocation, Necromancy, Enchantment, Divination and Transmutation spells as if they were at their highest level.
- Spells multiplies the range, length, duration, and radius of spells by 2
- Spells have 1.5x as many damage dice (rounded down).
- Casting time for spells are divided by 2
- You gain 25 Sorcery Points and you learn all Meta Magic options.
- Whenever you cast a spell of 1st level or higher - you can choose to make it count as 2 levels higher (Even beyond 9th level for the purpose of damage scaling. If the spell is of 9th level, assume the spell gains an extra 2 damage dice or gains an extra ray).
- Non-damaging spells that don't target self target twice as many people
- Creatures cannot benefit from Legendary Resistances from spells cast by you that are of 6th level and higher.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Azareck Vaalen takes a lair action to cause one of the following effects; Azareck Vaalen can’t use the same effect two rounds in a row:
- The area floods with psychic waves, overwhelming the senses and tearing at the mind. All hostile creatures must succeed at DC 30 intelligence saving throw or take 4d6 psychic damage and have their movement speed reduced to 0 for their next turn. A successful save halves the damage and leaves the sped unaffected.
- Runes along every surface alight and dampen the brains ability to function. Until the start of the next turn all hostile creatures have disadvantage on Wisdom, Charisma, and Intelligence based checks and saving throws. Casters with a concentration spell must succeed at a DC 20 Constitution saving throw to maintain concentration.
- Malicious intent washes over everything, amplified by the presence of Azareck Vaalen. All hostile creatures must make a DC 30 Wisdom saving throw, on a failure they must use their reaction to attack their closest ally with whatever means are at their disposal.
- Azareck Vaalen warps the surrounding terrain within a 100-foot radius of a spot he chooses. Every creature caught within this area must make a DC 30 Dexterity saving throw or fall prone. The affected area is considered difficult terrain until the next initiative count 20 (losing ties).
- Azareck Vaalen warps and removes all light and sanity from his lair. An area of Azareck Vaalen’s choosing no more than 100 feet in any singular direction becomes under the effects of the Maddening Darkness spell.
- When under 1/4 hit points he can cast Earthquake, Tsunami, and Whirlwind simultaneously (spell save DC 30). This can only be done once per day and doesn't require concentration.
- Azareck Vaalen targets one creature he can see within 60 feet of him. The target must succeed on a DC 30 Wisdom saving throw or be paralyzed until initiative count 20 on the next round.
- Azareck Vaalen targets one creature he can see within 60 feet of him. The target must succeed on a DC 30 Wisdom saving throw or be teleported out of the area, in the nearest space available outside the lair.
- Azareck Vaalen rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens
- Azareck Vaalen targets one creature he can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
Regional Effects
The region containing Azareck’s lair is warped by Azareck’s magic, which creates the following effects:
- Spending more than a few hours within 2 miles of the lair causes any creature to begin hearing indiscernible whispers. If a creature tries to understand the whispers there is a 25 percent chance that they gain one effect from the short-term madness table in the DMG.
- Creatures within 15 miles of Azareck Vaalen feel as if they are being followed, even when they are not. They have disadvantage against being Frightened.
- Attempting to read books or write any sort of script causes it to be written in Deep Speech. Sometimes the words appear to be communicating with its author and anyone writing may feel compelled to write incoherent scribbling upon its pages.
- Demons, Aberrations and Undead surround the area in a 15 mile radius around Azareck Vaalen. The closer you are, the more powerful the creatures.
- Small earthquakes are common within 2 miles of the lair.
- Water sources within 10 mile of the lair are supernaturally cold and tainted by sulphur and poison.
- All vegetation becomes poisoned within 10 miles of Azareck’s lair, and burning it creates toxic, deadly fumes.
- Animals become aggressive within 7 miles of Azareck’s lair, and over long periods of time evolve more aggressive physical traits.
- Within a 7 mile radius of Azareck’s lair, the ground indents so that its lair is at the centre of a huge crater.
- The lands within 2 miles are destroyed, desecrated, and desolate. Checks made to forage for food and water are at disadvantage and take a -10 penalty.
Previous Versions
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3/14/2021 11:59:13 PM
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41
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0
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Coming Soon
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3/30/2021 5:43:50 PM
|
60
|
0
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--
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Coming Soon
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3/30/2021 6:12:28 PM
|
50
|
0
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--
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Coming Soon
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4/20/2021 5:39:10 PM
|
50
|
0
|
--
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Coming Soon
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4/21/2021 3:24:54 PM
|
50
|
0
|
--
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Coming Soon
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4/21/2021 7:03:33 PM
|
50
|
0
|
--
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Coming Soon
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4/21/2021 7:05:27 PM
|
50
|
0
|
--
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Coming Soon
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7/7/2021 1:54:09 PM
|
61
|
2
|
--
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Coming Soon
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7/28/2021 9:40:41 PM
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61
|
2
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--
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Coming Soon
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