Umbral Convergence (Recharges after a Short or Long Rest). If Valindra would be reduced to 0 hit points, her current hit point total instead resets to 135 hit points, it recharges her Lashing Shadows, and she regains any expended uses of Legendary Resistance. Additionally, Valindra can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 120,000 XP (240,000 XP total) for defeating Valindra after its Umbral Convergence activates.
Legendary Resistance (3/Day). If Valindra fails a saving throw, she can choose to succeed instead.
Rejuvenation. If she has a phylactery, Valindra gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Valindra is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, shadow of moil
5th level (3 slots): cloudkill, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): maddening darkness, demiplane
9th level (1 slot): psychic scream
Turn Resistance. Valindra has advantage on saving throws against any effect that turns undead.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 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.
Lashing Shadows (Recharge 5–6). Each creature within 60 feet of Valindra, except other undead, must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) necrotic damage.
Magical Illusion. As a bonus action, Valindra can mask her shriveled flesh and appear to be a living elf. This magical illusion lasts until she ends it as a bonus action. The effect also ends if Valindra drops to 30 hit points or fewer, or if dispel magic is cast on her.
Valindra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The lich regains spent legendary actions at the start of its turn.
Cantrip. Valindra casts a cantrip.
Channel Negative Energy (Costs 2 Actions). Valindra magically unleashes negative energy. Creatures within 60 feet of her, including ones behind barriers and around corners, can't regain hit points until the end of Valindra's next turn.
Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Valindra must make a DC 22 Constitution saving throw against Valindra’s attempt to unmake life, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Valindra then regains a number of hit points equal to half the total damage taken by all affected creatures.
If Valindra's Umbral Convergence trait has activated in the last hour, she can use the options below as legendary actions.
Spell Gem (Costs 2 Actions). Valindra magically crushes a nearby Spell Gem, which triggers an explosion dealing 8d6 necrotic damage to all creatures within 10 feet of it. In addition, roll a 1d6 and refer to the chart below using Valindra's prepared spells.
- Cast a 3rd Level Spell
- Cast a 4th Level Spell
- Cast a 5th Level Spell
- Cast a 6th Level Spell
- Cast a 7th Level Spell
- Cast an 8th Level Spell
Dark Swarm (Recharges after a Week). Orbs of dark matter plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one necrotic burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Lair and Lair Actions
Description
Large floating crystals, known as Spell Gems, coalesce from the excess unstable bursts of necrotic energy that Valindra emits after using the Shadow Weave for too long.
Valindra’s Lair
After studying the contents of a Nether Scroll, she usurped Shar's control over the Shadow Weave and formed her own Domain of Dread called Darkon. The very nature of this demiplane seeps through portals to the Prime Material plane called Shadow Crossings, affecting the land around them.
Valindra encountered in its lair has a challenge rating of 25 (50,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Valindra can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:
- Valindra rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- Valindra targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich’s lair.
- Valindra calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Regional Effects
The region containing Valindra’s lair is warped by the lich’s magic, which creates one or more of the following effects:
- Nighttime seems longer than daytime would normally be while within 6 miles of Valindra's lair.
- Apathy, Dread, and Madness permeate the land 1 mile from Valindra's lair.
- Portals, known as Shadow Crossings, form 1 miles from Valindra's lair and lead to the Shadowfell, allowing undead to seep through.
Previous Versions
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You can see more of my creatures that all feature working clickable dice buttons here:
https://www.dndbeyond.com/homebrew/monsters?filter-type=0&filter-search=&filter-cr-min=&filter-cr-max=&filter-armor-class-min=&filter-armor-class-max=&filter-average-hp-min=&filter-average-hp-max=&filter-is-legendary=&filter-is-mythic=&filter-has-lair=&filter-author=Graham3D&filter-author-previous=Graham3D&filter-author-symbol=101499583&filter-rating=-11