Death Gaze. When a creature that can see the Vilandra’s eyes starts its turn within 30 feet of Vilndra, Vilandra can force it to make a DC 23 Constitution saving throw if Vilandra isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 33 (6d10) psychic damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against Vilandra until the start of its next turn. If the creature looks at Vilandra in the meantime, it must immediately make the saving throw.
Freedom of Movement. Vilandra ignores difficult terrain, and magical effects can't reduce her speed or cause it to be restrained.
Incorporeal Movement. Vilandra can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends its turn inside and object.
Legendary Resistance (5/Day). If Vilandra fails a saving throw, she can choose to succeed instead.
Magic Resistance. Vilandra has advantage on saving throws against spells and other magical effects.
Spectral Defense. Vilandra's AC includes her Constitution modifier.
Sunlight Sensitivity. While in sunlight, the dracowraith has disadvantage onattack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Wisps of Annihilation. A creature that touches Vilandra or hits her with a melee attack while within 5 feet of her takes 5 necrotic damage and has its hit point maximum reduced by an amount equal to the damage taken. If Vilandra takes radiant damage, the wisps burst outwards and each creature within 10 feet of her takes 20 necrotic damage and has its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Multiattack. Vilandra can use her Cry of the Open Grave. She then makes three attacks: one with her bite and two with her claws.
Spectral Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 61 (10d10 + 6) necrotic damage. If the target is a living creature, Vilandra regains hit points equal to the damage done.
Spectral Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 41 (10d6 + 6) necrotic damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Spectral Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 33 (6d8 + 6) necrotic damage. If the target is a creature, it must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Cry of the Open Grave. Vilandra lets forth a horrible, mind-shattering screech. Each living creature within 120 feet of Vilandra that can hear her must make a DC 21 Wisdom saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and becomes frightened for 1 minute. On a successful save, a creature takes half the psychic damage and doesn’t become frightened. 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 the frightening effect of Vilandra's Cry of the Open Grave for the next 24 hours.
In addition, all humanoids within range of the screech that have been dead for no longer than 1 minute and died violently are corrupted by undeath. The spirit’s of any such humanoids rise as wraiths in the space of their corpses or in the nearest unoccupied space. The wraiths are under Vilandra's control. Vilandra can have no more than twelve wraiths under its control at one time.
Necrotic Breath (Recharge 5-6). Vilandra exhales negative energy in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 112 (32d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies.
Spectral Dash. Vilandra becomes incorporeal and moves up to her movement speed without provoking attacks of opportunity
Shadow Tether. When a creature deals damage to Vilandra she calls on a swarm of Shadows to bind that creature in place. The creature must succeed on a Strength saving throw (DC 20) or be bound in place until the end of Vilandra's next turn.
Vilandra can take 5 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. Vilandra regains spent legendary actions at the start of her turn.
Detect. Vilandra makes a Wisdom (Perception) check.
Move (Costs 2 Actions). Vilandra moves up to her speed.
Tail Attack. Vilandra makes a tail attack.
Wing Attack (Costs 2 Actions). Vilandra beats her spectral wings. Each creature within 15 feet of Vilandra must succeed on a DC 21 Dexterity saving throw or take 20 (4d6 + 6) necrotic damage and have its movement speed halved until the end of its next turn.
When Vilandra is reduced to 0 hit points she activates the following abilities:
Fear.
Vilandra targets one creature who must make a Wisdom saving throw (DC24). On a fail the target falls prone and writhes with blinding agony. You take 12d6 necrotic damage and are blinded, prone, and paralysed until the end of your next turn.
On a pass you take half as much damage and fall prone and become blinded until the start of your next turn.
Pain.
On a fail you fall prone and writhe in agony. You take 30-50 necrotic damage and are deafened, prone, and paralysed until the end of your next turn.
On a pass you take half as much damage and fall prone and become deafened until the start of your next turn.
Hatred.
Make a wisdom saving throw (DC24)
On a fail you are filled with a burning rage against the creature closest to you and must spend your turns moving towards and attacking it to the best of your ability, until it dies. You may repeat the save at the end of each of your turns. On a pass, the effect takes hold but only lasts one turn more.
Power.
Make a charisma saving throw (DC24). You may choose to fail the save if you wish. On a fail you become filled with the dark energy of the Shadowfell itself. On your next turn your attacks hit automatically, roll maximum damage, and are critical hits. When you spend your turn attacking in this way repeat the saving throw. On a fail you begin to become corrupted by the dark energy and you gain the following flaw: “I have tasted the wells of power of the Shadowfell, now I must become its master at any cost.”
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You also gain the feature:
“You may gain advantage on an attack roll, and if it hits it does the maximum damage. You may use this feature once per long rest. Whenever you use this feature make a charisma saving throw or have your alignment changed to evil.”
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the dracowraith can take a lair action to cause one of the following effects; the dracowraith can’t use the same effect two rounds in a row:
• The lair is filled with magical darkness until initiative count 20 on the next round.
• Necrotic energies sweep through the lair near the dracowraith. Each creature of the dracowraith’s choice within 120 of it must succeed on a DC 20 Constitution saving throw or take 33 (6d10) necrotic damage on a failed save, or half as much damage on a success. If a non-undead creature with less than 10 hit points is reduced to 0 hit points by this damage, it dies.
• All creatures within the lair become spectral until initiative count 20 on the next round. While affected, a creature gains the Incorporeal Movement and Sunlight Sensitivity traits (as described in the dracowraith’s stat block) and it can't be grappled or restrained. In addition, it gains resistance to all damage except bludgeoning, piercing, and slashing from magical attacks. The dracowraith knows the exact location of any spectral creatures.
On initiative count 10 (losing initiative ties), Vilandra takes a lair action to cast one of the following spells (DC24); Vilandra can’t use the same spell two rounds in a row:
- Maddening Darkness
- Scatter
- Synaptic Static
- Blade of Disaster
- Soul Cyclone
Previous Versions
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4/6/2022 8:45:12 AM
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16
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Coming Soon
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