Medium Humanoid, Lawful Evil
Armor Class 17 (19 with mage armor)
Hit Points 157 (12d8 + 24)
Speed 30 ft.
STR
20 (+5)
DEX
20 (+5)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws WIS +7, CHA +10
Skills Arcana +4, Deception +7, Perception +7, Religion +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened, Grappled
Senses Darkvision 60 ft., Passive Perception 15
Languages any two languages (usually Abyssal or Infernal)
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 18), requiring no material components:

At will: alter self, false life, levitate (self only), mage armor (self only), silent image

1/day each: feeblemind, finger of death, plane shift

Spellcasting. The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp

1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire

Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll’s effects occur.

Actions

Plague of Beset(Glaive). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10) slashing damage plus 10 (3d6) fire damage.

Hurl Through Hell. When he hits a creature with an attack, he can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of his next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 (42) psychic damage as it reels from its horrific experience.

 

 

Reactions

Chains of Oblivion. Vandahl gets four reactions until the start of his next turn, implementing each of the four chains that protrude from his back. For every reaction he can use one of these abilities.

-Parry: As a reaction, Vandahl can add 6 to his AC.

-Impale: As a reaction, when a creature comes within 10 feet of Vandahl, he can send a one of his chains towards them and the creature must make a DC 17 Dexterity Saving throw or be restrained and suffer 2d8 piercing damage. 

Monster Tags: NPC

Habitat: ArcticDesertUnderdarkUrban

SirJaric

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