Large unknown, Neutral Evil
Armor Class 24 (natural armor)
Hit Points 624 (96d12)
Speed 60 ft., Fly 60 ft.
STR
30 (+10)
DEX
22 (+6)
CON
28 (+9)
INT
22 (+6)
WIS
26 (+8)
CHA
24 (+7)
Saving Throws STR +19, INT +15, CHA +16
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 240 ft., Truesight 240 ft., Passive Perception 34
Languages --
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If the Dark One fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Dark One has advantage on saving throws against spells and other magical effects.

Body Extension. The Dark One can choose to extend his body through space. For his movement, Vol's body can stretch up to 90 ft. in any direction. Alternatively it can shrink its extended body, ending up in any space of its choice. Shrinkage can incur attacks of opportunity unless otherwise noted.

Fragmentation. If the Dark One dies within its lair, his body fragments into several shadows that function as different aspects of it. These shadows are called Fragmentations of Death.

Actions

Multiattack. The Dark One can make four attacks: three with its shadow claws, one with its bite.

Shadow Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 13 (2d12) piercing damage, plus 13 (2d12) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Dark One regains hit points equal to half that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) slashing damage. The target must succeed on a DC 24 Wisdom saving throw or be marked with Vol's Vengeance.

Summon Servant. The Dark One can summon a servant, including Strahd von Zarovich.

Bonus Actions

As a bonus action, the Dark One can cast the following spells.

1/day each: Harm, Circle of Death, Eyebite, Finger of Death

Legendary Actions

The Dark One 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. The Dark One regains spent legendary actions at the start of its turn.

Move. The Dark One can use its body extension ability up to half its speed. This movement does not incur opportunity attacks.

Bite (Costs 2 Actions). A rift opens near the target, and a head appears that resembles a large bat. The Dark One makes a bite attack through the head.

Vol's Vengeance (Costs 3 Actions). The Dark One unleashes all of its built-up anger. All hostile targets marked with Vol's Vengeance must succeed on a DC 24 Constitution saving throw, or be stunned until the end of their next turn. In addition, the target takes 1d10 necrotic damage, or half of it on a successful save. Each extra mark increases the spell DC by 2, and the damage by an extra 1d10.

Mythic Actions

Fragmentation. If the Dark One dies within its lair, his body fragments into several shadows that function as different aspects of it. These shadows are called Fragmentations of Death.

A Fragmentation of Death appears for each hostile creature within Vol's domain. These are shadow copies of Vol's enemies. A fragmentation has the same condition resistances/immunities as the Dark One; has 60 ft. walking speed, 99 HP and 20 AC. They have the following actions:

Multiattack. The Fragment of Death can make two Dark Blast attacks, or one Bite attack.

Dark Blast. Ranged Spell Attack. +14 to hit, reach 120 ft., one target. Hit: 16 (3d10) force damage.

Bite. Melee Weapon Attack. +14 to hit, reach 5 ft., one target. Hit: 13 (2d12) piercing damage, plus 13 (2d12) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Fragment of Death regains hit points equal to half that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Lair and Lair Actions

Vol, the Dark One, resides in the demiplane of Erandis. This is a spaceless realm without any light source. There is no land, water or air here to have any features; instead it exists as an infinite ground. Erandis is a realm created by Vol himself for the purposes of long hibernation periods when he is not meddling with affairs of other realms. The realms existence is tied to that of Vol's. If Vol truly dies, thus ends the existence of Erandis, and all that still remains inside it.

Lair Actions

On initiative count 20 (losing initiative ties), the Dark One takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Shadows spring forth from the ground. Each creature must succeed on a DC 24 Dexterity saving throw, taking 26 (3d10 + 10) piercing damage on a failed save, or half as much damage on a successful one.
  • Erandis is covered with magical fog. All creatures in the fog are considered blinded. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Darkness lasts until the end of Vol's next turn. Creatures other than Vol hear the screams from their worst nightmares, and must succeed on a DC 24 Wisdom saving throw, taking 32 (5d12) psychic damage on a failed save, or half as much damage on a successful one. An extra Each subsequent instance of this damage increases by 13 (2d12).
  • Time flows slower on Erandis, yet any creature's perception of time remains constant. It takes a day of mental perception for six seconds to pass. All creatures must make a DC 24 Wisdom saving throw or gain a level of exhaustion.
  • If Vol's original body is destroyed, Vol's Vengeance can be enacted as a lair action.

Once the main body of Vol dies, regardless of its fragments, the demiplane starts to shatter. In 2d4+1 turns, the demiplane ceases to exists, disintegrating anyone within the domain. If any fragments of death are alive by this point, they flee to the Astral Sea.

Ptrrlix

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