Stormhide: A creature that ends its turn ouside of 30 feet, but within 100 feet of Vol'hiir must make a Dexterity Saving throw or take 24 (8d6) lightning damage.
Primal Magic Resistance: Vol'hiir is immune to spells of 5th level or lower unless he lets them take effect. He has advantage on Saving throws against Spells and Other Magical effects.
Multiattack. Vol'hiir makes 4 attacks, 3 with his claws, and one with his bite.
Stormbringer (Recharge 5-6). Vol'hiir leaps into the air and crashes down at a point within 50 feet. Any creature within 10 feet of him when he lands must succeed on a DC 17 Dexterity Saving Throw or take 66 (8d12 + 10) Thunder damage and be blasted 30 feet away in a straight line on a failed save. On a successful save, a creature takes half as much damage and can choose any space within 10 feet of Vol'hiir's space to end up in.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 24 (4d6 + 10) Slashing damage.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft. 1 target. Hit: 48 (4d12 +10) Slashing damage.
Rolling Thunder. Vol'hiir's speed increases by 40 feet, and the next time he hits a creature with an attack or damages them with Stormbringer this turn, the creature(s) must succeed on a DC 15 Constitution saving throw or be stunned until the end of their next turn.
Fury of the Storm. Vol'hiir's attacks deal an extra 2d6 damage to the target of the attack and all creatures of Vol'hiir's choice within 30 feet of the initial target.
Ice Hide. Vol'hiir gains 10 temporary hit points for each hostile creature within 30 feet.
Vol'hiir has 5 legendary actions he can use a legendary action at the end of any other creature's turn, and regains all expended actions at the start of his turn.
Claw. Vol'hiir makes 1 claw attack
Skysplitter. (Costs 2 actions): Vol'hiir calls down a bolt of lightning in a 15-foot radius, 300-foot high cylinder. Creatures within this area must make a DC17 Dexterity saving throw or take 36 (12d6) lightning damage on a failed save, or half as much on a successful save.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
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Lair Actions
On initiative count 20 (losing initiative ties), Vol'hiir takes a lair action to cause one of the following effects; Vol'hiir can’t use the same effect two rounds in a row:
- Four bolts of lightning arc down from the storm above the Basin. Each bolt has a radius of 10 feet and height of 300 feet. Each creature in the area must succeed on a DC 17 Dexterity Saving throw or take 20 (4d10) lightning damage, or half as much on a successful save.
- Blinding snow descends upon the battlefield, surrounding Vol'hiir. the battlefield becomes Heavily Obscured. Creatures within 30 feet of Vol'hiir are unaffected.
- The Spires of crystallized magic throughout the basin and upon Vol'hiir thrum to life for 1 round. any creature attempting to cast a spell must first succeed on a DC 15 Constitution saving throw or fail in casting the spell, expending the spell slot.
Regional Effects
The region containing Vol'hiir's lair is a vast frozen mountain range, which creates one or more of the following effects:
- Storms within 5 miles of the lair are much more common and much more violent. The area is considered difficult terrain, and weather conditions are considered extremely cold.
- Battles that happen within 50 miles of the lair are observed by Vol'hiir, if he deems the victors worthy, he invites them to his lair to test themselves.
- Spires of crystallized magic appear within 10 miles of the lair. a creature touching one of these crystals for 1 minute gains 30 temporary hit points or gains a number of spell slots with a combined level equal to their proficiency bonus. a creature can only benefit from one spire each per day.
If Vol'hiir dies, the storms and observation cease immediately, while the Spires remain until used.
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