Spell casting: Corvax is a 17th level spell caster. Int is his spell casting ability with a +13 modifier to hit and a spell save DC of 21 and he has the following spells prepared.
Cantrip: Chill touch, green flame blade, ray of frost
1st level spells:(4 slots) ice knife, shield, armor of Agathys, guiding bolt, magic missile
2nd level spells:(3 slots) scorching ray, mind spike, hold person
3rd level spells:(3 slots) counterspell, fireball, haste, glyph of warding
4th level spells:(3 slots) ice storm, Conjure Minor Elementals, fire shield
5th level spells:(2 slots) steel wind strike, cone of cold
6th level spells:(2 slots) freezing sphere, wall of ice
7th level spells:(1 slot) symbol
8th level spells:(1 slot) control weather
Convention of the Elements: Whenever Corvax takes damage from an element he gains resistance to that damage type. If he takes the same type of damage again he gains immunity. Corvax may change the damage of any spell cast to the damage type he is resisting. (only 1 damage type active at a time)
Blessing of the Moon: Corvax is always under the effect of foresight.
Sundering strike: When Corvax hits a creature with a melee attack they have disadvantage on the next saving throw they make against one of his spells.
Action Surge (1/short rest).
Teleport strike (3/day): Corvax teleports to a creature within 60 ft and makes a melee attack against them, then repeats the process for a creature within 45 ft and 30 ft, each attack must be against a different creature. Then he returns to the point he started. The teleportations do not provoke opportunity attacks.
Trinity of the Winter Sun. If Corvax is killed he will revive in 1d6 +1 days, at the next sunrise if both Thraximundar and Sedris are not killed before that time. On revival Corvax retains all items carried upon his death.
Legendary Resistance (3/day). If Corvax would fail a saving throw he may expend 1 use of his legendary resistance to succeed on the saving throw instead.
Multi attack. Corvax makes three melee attacks, or uses teleport strike, and uses moon lance or crescent wave if able.
Moonlight Great Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage and an additional 18 (4d8) force damage.
Moon Lance: Recharge(4-6). Corvax thrusts the Moonlight Great Sword forward emitting a green beam of magical energy at a creature within 60ft. They must make a DC 18 dex save taking 27 (5d10) force damage on a failed save or half on success.
Crescent Wave: Recharge (4-6). Corvax swings the Moonlight Great Sword in a horizontal arc in front of him unleashing a crescent wave of magical energy. Each creature in front of Corvax within 20 ft must make a DC 18 dex save taking 18 (4d8) force damage on a failure or half on a success.
Spell Blade: When Corvax casts a spell he can use his bonus action to make one melee attack.
Legendary actions: 3 actions. Corvax can take a legendary action at the end of each opponents turn. He regains all expended actions at the end of his turn.
Melee Attack (Costs 1 Action). Make a melee attack against a creature.
Full moon strike (costs 2 actions). Corvax drives the Moonlight Great Sword into the ground and arcane energy erupts around him. Each creature in a 30 ft radius around Corvax must make a DC 18 dexterity saving throw taking 27 (6d8) force damage on a failure and half on a success.
Teleport Strike (Costs 2 Actions). Corvax uses his teleport strike ability if able.
Moonlight erruption (costs 3 actions). Corvax thrusts the Moonlight Great Sword upward into the sky and it begins to glow brightly as it charges with arcane energy, then drives the blade down infront of him. Each creature in a 30 x 15 ft rectangle in front of Corvax must make a DC 18 dex save or take 66 (12d10) force damage and are knocked prone. On a success they take half damage and are not knocked prone.
Description
Corvax, the king of winter. He is the founder of the winter sun along with his son, Thraximundar, and brother Sedris. Many years ago Corvax found a magical sword made of pure moonlight. He became obsessed with it and it became one of his closest friends. After the winter sun fell to the dark corruption, Corvax retained his sanity with the help of his sword and it has slowed the corruption over the years. However he is still falling to it, and is driven by the desire to bring his kingdom of winter in the fey wild to the material plane.
Lair and Lair Actions
Corvax's Lair.
Corvax would make his lair in an old fortress or Castle, or an elven ruin. Specifically on or near a mountain if possible, as to resemble his personal castle when he was king. If there are no such structures available he would make do with any fortified building. Once cleared ice and frost would begin appearing on the floors and walls until the structure looks to be completely made of ice, and being difficult terrain for anyone who isn't Corvax or his eladrin warriors.
Once the structure has frozen over the effect would extend outwards for a few miles of the next month. The surrounding area would be encompassed in an endless winter.
Lair Actions.
On initiative count 20 (losing initiative ties), Corvax takes a lair action to cause one of the following effects; Corvax can’t use the same effect two rounds in a row:
- Freezing fog fills a 20-foot-radius sphere centered on a point Corvax can see within 120 feet of him. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until Corvax uses this lair action again or until he dies.
- Corvax calls for aid, beckoning his warriors to fight by his side. 1d6 + 4 wintersun warriors appear within 40 ft of Corvax, taking their turn immediately after his. If Sedris is alive at the time he will be summoned to fight by his brothers side instead. This lair action cannot be used again until all summoned creatures are defeated.
- Corvax creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when Corvax uses this lair action again or when he dies.
Regional Effects
The region containing Corvax's lair is warped by his magic and his attempt to bring the kingdom of winter to the material plane, which creates one or more of the following effects :
- Chilly fog lightly obscures the land within 6 miles of the Corvax's lair.
- Freezing precipitation falls within 6 miles of Corvax’s lair, sometimes forming blizzard conditions.
- Icy walls block off areas in Corvax’s lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
If Corvax wishes to move through a wall, he can do so without slowing down. The portion of the wall he moves through is destroyed, however.
If Corvax dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.
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Posted Dec 18, 2021I really like your undead elves they are helping a lot with my campaign I'm going too use sedris as boss battle many thanks too you
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Posted Dec 18, 2021Thank you im really glad you like them. I hope they work well for you!