Huge Elemental, Chaotic Evil
Armor Class 19 Natural armor
Hit Points 262 (21d12 + 126)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
15 (+2)
CON
22 (+6)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +15, CON +13, WIS +10, CHA +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 13
Languages Ignan, Telepathy 120 ft.
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Death Throes. When Vosphor dies, he explodes, and each creature within 30 feet of him must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried.

Fire Aura. At the start of each of Vosphor's turns, each creature within 5 feet of him takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches Vosphor or hits him with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.

Magic Resistance. Vosphor has advantage on saving throws against spells and other magical effects.

Magic Weapons. Vosphor's weapon attacks are magical.

Actions

Multiattack. Vosphor makes two attacks: one with his longsword and one with his whip.

Longsword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) slashing damage plus 13 (3d8) fire damage. If Vosphor scores a critical hit, he rolls damage dice three times, instead of twice.

Whip. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit: 15 (2d6+8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward Vosphor.

Teleport. Vosphor magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Legendary Actions

As a paragon monster, Vosphur doesn’t have legendary actions. Instead, it has access to different paragon traits, which are presented below.

Paragon Fury. Vosphur rolls initiative with advantage. Vosphur starts with 0 paragon actions. If a hit point pool is depleted, Vosphur gains one additional paragon action. Vosphur may use a paragon action after any other creature takes a turn. If Vosphur does so, they regain their reaction. A paragon action is a complete turn. They have an action, bonus action and may move up to their full speed. The paragon actions refresh at the start of Vosphur's turn and any remaining actions from the previous turn are lost.

Wrathful Transformation. When Vosphur has only two hit point pools remaining, it’s armour breaks and it can make two Whip attacks as part of their multiattack and they gain a new action option:

   *Whip Frenzy. Vosphor makes a whip attack against every creature within range.

Baleful Transformation. When Vosphur has only one hit point pool remaining it gains vulnerability to all damage it doesn’t resist, affects each creature within 15 feet of him with his Fire Aura, and has their longsword attack replaced by the Searing Talons attack shown below. It can also now take the Whip Frenzy action as a bonus action whenever it’s available.

   *Searing TalonsMelee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 5) slashing damage plus 5 necrotic damage.

Description

For eons, Vosphor, Lord of Flames, has ruled over a small corner of the elemental plane of fire, his lust for conquest constantly putting him at odds with the other powers at be in the land of fire. Thus, they waged a great war against him, forcing him back to his keep on the Planes of Sulphur and ridding him of most of his army. Unwilling to be
beaten, Vosphor made plans to take his remaining forces beyond his realm and into our own. With fire elementals, salamanders, and fire giants at his beck and call, he prepares to invade Arden and turn the peaceful city of Dennmarsh into a hellscape set ablaze!

Lair and Lair Actions

Fire Elemental. Temperature rises, preventing unprotected characters from taking rests.

Meteor Drop. Blazing orbs of fire plummet to the ground at a point you can see within range. Each creature in a 40-foot-radius sphere centered on the point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 15d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

Arena of Fire. You create a wall of fire on a solid surface within range. The Wall surrounds the entirety of Vosphur's Antechamber, and is 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Previous Versions

Name Date Modified Views Adds Version Actions
9/29/2021 8:27:33 AM
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Coming Soon
1/26/2022 5:12:34 PM
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1
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