Legendary Resistance (4/Day). If Volise fails a saving throw, he can choose to succeed instead.
Rejuvenation. Assuming that Iruvatise or at least one other Black Cloak Captain is currently alive, Volise regains physical form in 1d10 days, regaining 1 hit point and becoming active again. The new body appears within 5 ft. of the appropriate wraith.
Ashi's Hunger. Volise heals for 1 hit point whenever standing in a place with living things or terrain, withering plants and killing tiny creatures nearby himself. All living creatures entering or starting their turn within 30 ft. of Volise take 6 (2d6) necrotic damage and Volise heals for half of these hit points. The number of hit points may exceed Volise's maximum number of hit points. Whenever fire or lightning damage is inflicted on Volise, he instead heals for this number of hit points. Whenever a creature attempts to drain hit points from Volise, they inflict the damage and also take the same amount of damage in force damage.
Black Cloak Captain. Volise is accompanied by 2 wraiths. Creatures that are alive and killed by Volise must make a DC 20 saving throw (creature's choice of ability score to use) or have their soul manifest as a wraith under the control of Volise at the end of Volise's next turn. If Volise is defeated, all wraiths linked to him vanish. Volise also cannot be moved against his will. If a creature within line of sight of Volise acts on his Black Cloak weakness, he is paralyzed until the end of his turn.
Divine Awareness. Volise knows if he hears a lie.
Sense Magic. Volise senses magic within 120 ft. of himself at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Detect Life. Volise can magically sense the presence of living creatures up to 100 miles away. He knows the general direction they're in, but not their exact location.
Paralyzing Gaze. When a creature within 60 ft. of Volise looks into his eyes, they must succeed on a Wisdom saving throw with a DC of 18 or be paralyzed until the end of their next turn. The creature may avert its gaze to avoid the effect, but suffer the penalties of blindness.
Magic Resistance. Volise has advantage on saving throws against spells and other magical effects.
Avoidance. If Volise is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Spellcasting. Volise is a 4th-level spellcaster. His spellcasting ability is charisma (spell save DC 19, +9 to hit with spell attacks). Volise has the following spells prepared:
Cantrips (at will): misty step, teleport, frostbite, blade ward, create bonfire, mage armor
2nd level (2 slots): darkness, hold person, mind spike
Turn Immunity. Volise is immune to effects that turn undead.
Grazin. Volise retains all of the Grazin features he had in life. He has 30 ft. of swim speed, he is resistant to cold damage, healing spells or potions used on him add an additional hit die, he gains +1 to his armor class, and he has expertise with constitution saving throws.
Additional Volgrim Features. Volise can concentrate on 2 spells at once. He can cast cantrips as a bonus action. Water he steps on turns to ice for 2 (1d4) hours and water elementals are vulnerable to Volise's melee attacks. Volise has great weapon fighting and improved critical for his melee attacks, as well as access to action surge that he can use once per 24 hours. Volise also has one extra usage of legendary resistance.
Multiattack. Volise can use his frightful presence. He then makes two attacks with his greataxe.
Greataxe. Melee Weapon Attack. +15 to hit, reach 5 ft., one target. Hit: 12 (1d12+6) slashing damage plus 6 (1d6+3) cold damage and 6 (1d6+3) necrotic damage. Volise heals for half of the number of points inflicted by the necrotic damage portion of the attack. The number of hit points may exceed Volise's maximum hit point value. Creatures that are immune to cold damage are treated as if they are resistant and creatures that are resistant are treated as if nonresistant. Creatures Volise successfully strikes with melee attacks must succeed on a DC 18 Constitution saving throw or suffer a 10 ft. movement speed penalty, lose their reaction, and can only attack once if they have the extra attack or multi-attack feature until the end of Volise's next turn. If struck a 2nd time in a round, a creature loses access to its bonus action and suffers another penalty of 10 ft. movement speed. If struck a 3rd time in a round, a creature loses access to its action and suffers another penalty of 10 ft. movement speed. If struck a 4th time in a round, a creature becomes petrified in magical ice for 1 minute and may make a DC 18 Constitution saving throw at the end of each of its turns to remove the condition. The petrified creature takes 6 (2d6) cold damage at the start of its turn. The petrifying ice may be dispelled as well.
Frightful Presence. Each creature of Volise's choice that is within 120 ft. of himself and is aware of him must succeed on a DC 18 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Volise's Frightful Presence for the next 24 hours.
Paralyzing Gaze. Each creature within Volise's line of sight must succeed on a Wisdom saving throw with a DC of 18 or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Cantrip. Volise casts a cantrip.
Second Wind (1/day). Volise uses second wind, regaining a number of hit points equal to 18 (2d10+8).
Shadowy Evasion. When targeted by a spell or attack, Volise may cast misty step.
Piercing Cry. When Volise sustains melee damage from three or more creatures in a round, he may unleash a high-pitched psionic scream. All living creatures within earshot of him must succeed on a DC 18 Constitution saving throw or take 9 (3d6) psionic damage, becoming stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Volise's piercing cry for the next 24 hours.
Volise 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. Volise regains spent legendary actions at the start of his turn.
Cantrip. Volise casts a cantrip.
Greataxe. Volise makes one attack with his greataxe.
War Cry (costs 2 actions). Volise calls out to all undead within 30 ft. of him in the tongue of Ashi. All undead allies of Volise may use their reactions to perform a melee attack on a target within range.
Ice Storm (costs 3 actions). Volise casts ice storm with the point of origin on himself. He and all undead within the radius of the spell are immune to the effects of the spell.
Devour (costs 3 actions). All living creatures within 30 ft. of Volise who have taken damage must succeed on a Constitution saving throw of 18, taking 12 (4d6) necrotic damage, or half as much on a success. Volise heals for half of these number of hit points and the number of hit points may exceed his maximum hit point value.
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