Funeral Pyre. When Vanifer drops to 0 hit points because of cold damage, her body is consumed in a flash of fire and smoke before exploding in a burst of flame. Anything she was wearing or carrying is left behind among ashes. Any creature on the ground within 30 feet of the dispersing elemental must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Fiery Death and Rebirth. When Vanifer is reduced to 0 hit points by damage that isn't cold damage, she explodes. Each creature within 60-feet of her must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren’t worn or carried.
The explosion destroys the Vanifer's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d4 minutes, it hatches and Vanifer is reborn.
Special Equipment. Vanifer still holds Tinderstrike from her days with the elemental cults, but as apprentice to Morganthe the Lichwyrm, her master has been bestowed onto Vanifer a Dragon-Touched Focus (Ascendant), the Red Dragon Mask, and the Blade of Broken Mirrors (Exalted) (beneficial and detrimental properties are deterind by DM).
Legendary Resistance (4/Day). If Vanifer fails a saving throw, she can choose to succeed instead.
Living Node. Vanifer's infusion of the Phoenix and Imix has transformed her and the area within a 120 ft. radius around her into an Elemental Node of Fire, causing the weather within the radius to be unbearably hot and dry. As she moves, Vanifer leaves a trail of lava that cannot be extinguished while it is inside the radius of Living Node. At the start of each of her turns, Vanifer and any elemental of fire regain 2d100 hit points while she is not unconscious, stunned, or incapacitated. In addition, it also allows her to create devastation orb of fire with Tinderstrike anywhere she goes.
Empowered Attacks. Vanifer's attacks are treated as magical for the purpose of bypassing resistance and immunity to nonmagical weapons.
Dragon Fire. While Vanifer has the Red Dragon Mask, any fire damage she deals to a creature or flammable object causes it to start burning. At the start of each of its turns, a creature burning in this way takes 1d12 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Damage Absorption: Fire. While Vanifer has the Red Dragon Mask, she regains hit points equal to any fire damage she takes instead of taking damage.
Fire Aura. At the start of each of Vanifer's turns, each creature within 20 feet of her takes 17 (5d8) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature also takes 17 (5d8) fire damage if it touches Vanifer or hits her with a melee attack while within 20 feet of her, and a creature takes that damage the first time on a turn that Vanifer moves into its space. Nonmagical weapons that hit Vanifer are destroyed by fire immediately after dealing damage to her.
Fire Form. Vanifer can enter a hostile creature’s space and stop there. She can move through a space as narrow as 1 inch without squeezing if fire could pass through that space. In addition, Vanifer can enter a hostile creature’s space and stop there.
Firestorm. Vanifer doesn’t provoke opportunity attacks when she flies out of an enemy’s reach. When she moves out of an enemy's reach, Vanifer's body splits off two fire elemental myrmidon within 20 ft. of that enemy. Both elementals are under her control and take their turns immediately after Vanifer.
Cruel Illumination. Vanifer sheds bright light in a 60-foot radius and dim light for an additional 30 feet. Creatures with Darkvision within 60 ft. of Vanifer take 13 (4d8) radiant damage at the start of their turn.
Siege Monster. Vanifer deals double damage to objects and structures.
Magic Resistance. Vanifer has advantage on saving throws against spells and other magical effects.
Dragon-Touched Focus (Ascendant). While Vanifer has the focus, she gains the following benefits:
- Arcane Focus. Vanifer has advantage on initiative rolls, and the focus can function as a spellcasting focus for all Vanifer's spells.
- Chromatic. Whenever Vanifer uses a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll 2d20, and she gains a bonus equal to the number rolled to one of the spell’s damage rolls. Vanifer can cast the following spells without using a spell slot: Rime's Binding Ice, Hold Monster.
- Gem. Whenever Vanifer uses a spell slot to cast a spell, she can immediately teleport to an unoccupied space she can see within 40 feet of her. Vanifer can cast the following spells without using a spell slot: Rary’s telepathic bond, Raulothim’s psychic lance.
- Arcane Supercharge. When Vanifer casts a spell of 1st level or higher while holding this focus, she can use a bonus action to treat the spell as if it were cast using a 9th-level spell slot.
Innate Spellcasting. Vanifer's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: fireball (9th level), wall of fire (9th level), fire storm, haste, teleport, Ashardalon’s Stride (9th level), Heat metal (9th level), Flame Strike (9th level), Incendiary Cloud, Delayed Blast Fireball (9th level), Meteor Swarm, Immolation
Spellcasting. Vanifer is a 20th-level Sorcerer of the Shadow Magic subclass. Her spellcasting ability is Charisma (spell save DC 21, +18 to hit with spell attacks). Vanifer knows the following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, friends, mage hand, message, produce flame, thaumaturgy
1st level (6 slots): burning hands, chromatic orb, hellish rebuke, shield, Magic Missile
2nd level (6 slots): darkness, detect thoughts, misty step, scorching ray, Aganazzar’s Scorcher, Cloud of Daggers, Dragon's Breath, Enlarge/Reduce, Hold Person, Nathair’s Mischief, Vortex Warp
3rd level (5 slots): counterspell, hypnotic pattern, Dispel Magic, Enemies Abound, Incite Greed, Melf's Minute Meteors, Thunder Step
4th level (5 slots): Blight, Confusion, Dominate Beast, Raulothim's Psychic Lance, Sickening Radiance
5th level (4 slots): dominate person, Cloudkill, Animate Objects, Enervation, Far Step, Hold Monster, Summon Draconic Spirit, Telekinesis, Synaptic Static
6th level (4 slots): Circle of Death, Disintegrate, Eyebite, Globe of Invulnerability, Investiture of Ice, Mental Prison, Scatter, Tasha's Otherworldly Guise,
7th level (3 slots): Finger of Death, Plane Shift, Power Word Pain, Prismatic Spray, Reverse Gravity
8th level (2 slots): Abi-Dalzim’s Horrid Wilting, Dominate Monster
9th level (2 slots): Blade of Disaster, Psychic Scream
Metamagic. Vanifer has 20 Sorcery Points, and can use the following metamagics:
- Careful Spell. When Vanifer casts a spell that forces other creatures to make a saving throw, she can protect some of those creatures from the spell’s full force. To do so, Vanifer spends 1 sorcery point and chooses a number of those creatures up to her Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
- Quickened Spell. When Vanifer casts a spell that has a casting time of 1 action, she can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
- Extended Spell. When Vanifer casts a spell that has a duration of 1 minute or longer, she can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
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Distant Spell. When Vanifer casts a spell that has a range of 5 feet or greater, she can spend 1 sorcery point to double the range of the spell. When Vanifer casts a spell that has a range of touch, she can spend 1 sorcery point to make the range of the spell 30 feet.
Shadow Magic. Vanifer has the following bonuses from the Shadow Magic subclass:
- Strength of the Grave. When damage reduces Vanifer to 0 hit points, she can make a Charisma saving throw (DC 5 + the damage taken). On a success, she instead drops to 1 hit point. Vanifer can’t use this feature if she is reduced to 0 hit points by radiant damage, cold damage, or by a critical hit.
- Hound of Ill Omen. As a bonus action, Vanifer can spend 3 sorcery points to magically summon a hound of ill omen to target one creature Vanifer can see within 120 feet of you. The hound appears in an unoccupied space of Vanifer's choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 15 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points. The hound uses the Skyswimmer statistics with the following changes:
- The hound is size Huge, not Gargantuan.
- It appears with a number of temporary hit points equal to Vanifer's sorcerer level. While it has these temporary hit points, it is immune to Bludgeoning, Piercing, and Slashing from nonmagical attacks.
- It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
- At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
Elemental Nature. Vanifer doesn’t require air, food, drink, or sleep.
Multiattack. Vanifer makes four attacks, one with Tinderstrike or Slam and one with Blade of Broken Mirrors (Exalted) or Slam, and two with Flame Blast.
Tinderstrike. Melee or Ranged Weapon Attack: +19 to hit, reach 15 ft. or range 20/60 ft., one target. Hit: 17 (12d4 + 10) piercing damage plus 17 (12d6) fire damage.
Blade of Broken Mirrors (Exalted). Melee or Ranged Weapon Attack: +19 to hit, reach 15 ft. or range 20/60 ft., one target. Hit: 20 (10d6 + 10) piercing damage. Immediately after Vanifer makes a ranged attack with this weapon, it returns to her hand. Whenever Vanifer kills a humanoid with an attack using the Blade of Broken Mirrors, the blade remembers the creature's appearance. While holding the dagger, she can use an action to change her form to match any humanoid the blade remembers. Vanifer's statistics, other than her size, don't change. Any equipment she is wearing or carrying isn't transformed. Vanifer can revert to her true appearance as an action. Vanifer reverts to her true appearance automatically when she dies.
Slam. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 18 (3d10 + 10) bludgeoning damage plus 18 (5d6) fire damage.
Flame Blast. Ranged Spell Attack: +15 to hit, range 250 ft., one target. Hit: 35 (10d6) fire damage.
Magical Properties. While Vanifer has her equipment, she can use the following actions:
- Mistress of the Flame. Vanifer can cast dominate monster (save DC 21) on any creature that has immunity to fire damage or any elemental of fire.
- Dragon Mask. Vanifer gains one additional use of Legendary Resistance(included).
- Dance of the All-Consuming Fire. While inside a fire node, Vanifer can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire without needing to consume any components and shortening the casting time of the ritual to 1 minute by sacrificing 235 of her hit points. If she is interrupted or her concentration broken, Vanifer regains half of the hit points he spent for the ritual.
- Once Vanifer has a devastation orb of fire, she can detonate it whenever she wants. As an action, Vanifer can either throw it with a range of 60 ft. and it detonates at its landing location, or she simply utters the command word while holding it while it detonates. When a devastation orb of fire detonates, all non-elemental creatures within 60 ft. of the orbs' location must make a DC 23 Dexterity saving throw. On a failed save, a creature takes 66 (15d4) force damage, is shoved back 30 ft., and is knocked prone. Then the effects of the orb activate as normal.
- Killer's Tools. While holding the Blade of Broken Mirrors (Exalted), Vanifer can use an action to cast one of the following spells from it (save DC 18): fabricate, hallucinatory terrain, major image, or phantasmal killer.
- Mirror Fade. While holding the Blade of Broken Mirrors (Exalted), Vanifer can turn invisible as an action. Anything she is wearing or carrying is invisible with her. Vanifer remains invisible until she stops holding the dagger, until she attacks or cast a spell that forces a creature to make a saving throw, or until Vanifer uses a bonus action to become visible again.
Vanifer 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. Vanifer regains spent legendary actions at the start of his turn.
Heat Wave. Vanifer creates a blast of heat within 300 feet of herself. Each creature in the area in physical contact with metal objects (for example, carrying metal weapons or wearing metal armor) takes 19 (3d8) fire damage. Each creature in the area that isn’t resistant or immune to fire damage must make a DC 21 Constitution saving throw or gain one level of exhaustion.
Teleport (Costs 2 Actions). Vanifer magically teleports up to 120 feet to an unoccupied space she can see. Anything Vanifer is wearing or carrying isn’t teleported with her.
Combustion (Costs 3 Actions). Vanifer causes one creature she can see within 30 feet of her to burst into flames. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 70 (20d6) fire damage and catches fire. A target on fire takes 10 (3d6) fire damage when it starts its turn, and remains on fire until it or another creature takes an action to douse the flames. On a successful save, the target takes half as much damage and doesn’t catch fire.
Description
Vanifer’s rough childhood has hardened her heart against others. The world is a corrupt, painful place, she thinks, and deserving of a fiery end. For years, she was a dancer and concubine in a pasha’s court in Calimshan. Later, she took up the mantle of prophet when she found Tinderstrike, and the same ruthless ambition and practiced manipulation that enabled her to escape a life of servitude serves her well as the head of a growing cult.
For Vanifer, battle is best observed at a distance. She prefers to hurl destructive magic from afar. Those who challenge Vanifer in melee learn a painful lesson, as she and Tinderstrike make a formidable pair.
After Imix's fall, Vanifer once again scattered to the winds, jumping from place to place seeking a new purpose. Her purpose to destroy the world in Imix's name stripped from her, she was lost and alone with just Tinderstrike on her belt. As the months after passed by, Vanifer tried communing with the elder elemental eye for further guidance, but nothing came to respond to her prayers. At least, nothing from the other planes. Morganthe the Lichwyrm had been watching for some time, determining if it was worth the effort to invest any resources into making such a pathetic creature into something useful.
Vanifer was on her last legs, wandering the Turnback Mountains blindly, avoiding whatever beasts sought to make a meal out of her. Vanifer's display of skill to survive and will to endure until she re-found her destiny impressed Morganthe, and when Vanifer was about to be killed by a Troll, Morganthe teleported the exhausted Tiefling to her lair. Vanifer was grateful and immediately swore loyalty to the Lichwyrm, seeking to repay the debt she owed to the one whom had given her purpose and a path to glory once more. Morganthe taught Vanifer many things about the powers she had mastered, subjected her to painful experiments to enhance her strength, and elevated her into an elemental demigod of fire. Morganthe was very proud of such an accomplishment, making a mortal near-godlike by infusing an elder elemental, a phoenix, into Vanifer. The tiefling was thrilled to be so powerful again, spending her time testing her new limits and studying in her master's library.
A year after her assentation, Vanifer was contacted by Imix through her meditations. The prince of evil fire had no one left to serve him aside from her, and he believed Vanifer was still loyal to him, which was not the case. Vanifer deceived her former master that she would prepare a means for him to come to the mortal plane once more, but informed Morganthe of these developments immediately. The lichwyrm was quite pleased with this turn of events, and the two set a trap to imprison Imix in an enchanted jar. With the prince now in her grasp, Morganthe began to do what she had always wanted: to bind the prince of evil fire into her service, and as a reward to Vanifer, Morganthe would imbue his power into her, making her the new Princess of Evil Fire, apprentice of the Lichwyrm.
Lair and Lair Actions
One with the Fire Node
Vanifer has become a live fire node, allowing her to use her lair actions where ever she goes. Within this node, Vanifer gains one additional use of her Legendary Resistance trait(included).
Lair Actions
On initiative count 20 (losing initiative ties), Vanifer uses a lair action to cast three of her spells, up to 9th level, without using components or a spell slot. She can’t cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Vanifer can take no other lair actions while concentrating on a spell cast as a lair action. If Vanifer casts misty step using this lair action, she also draws the power of the fire node into herself. By doing so, she regains 55 (3d20 + 12) hit points. Thanks to devouring Imix, Vanifer can use the following lair actions:
- Fueling the Flames. Any fires in the lair flare up drastically, quadrupling in size (for example, a fire blazing in a 5-foot by 5-foot area expands to a 10-foot by 10-foot area). Pools or streams of lava or other molten material are also affected. Creatures caught in the area of an expanded fire are subject to the normal damage for entering or being in the fire. Creatures caught by a sudden flood of lava must succeed on a DC 20 Strength saving throw or be knocked prone, in addition to the normal damage for contact with molten rock.
- Cinder Smog. A thick cloud of black smoke and burning embers fills a 40-foot-radius sphere within 120 feet of Vanifer, lasting until initiative count 20 of the next round. Creatures and objects within or beyond the smoke are heavily obscured. A creature that enters the cloud of embers for the first time on a turn or starts its turn there takes 10 (3d6) fire damage.
- Solar Flare. A wave of searing heat fills the lair in a 300-foot radius around Vanifer for an instant. Each creature other than Vanifer in the area must succeed on a DC 17 Constitution saving throw or take 8d8 fire damage. Creatures that take fire damage from this effect gain one level of exhaustion. In addition, there is a fifty percent chance that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed.
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