Savage Descent. As Virvo the Blighted looses health it becomes more savage. When Virvo the Blighted falls to half its hit points remaining it discards its Ichor Wedge and begins using its Tendril Attacks and rears up to stand on its hind legs. When standing it can use its bonus action to kick.
Sun Sickness. While in sunlight, or if it takes 15 or more radiant damage in a single turn, Virvo has disadvantage on ability checks, attack rolls, and saving throws until the end of its next turn. The brute dies if it spends more than 1 hour in direct sunlight.
Reckless. At the start of its turn, the brute can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn
Grounded. The brute has advantage on ability checks and saving throws made to prevent it being moved against its will.
Life Drain. Virvo the Blighted regains Hit Points equal to Necrotic damage dealt to a target creature.
Multiattack. Virvo makes two attacks with his Ichor Wedge or three Tendril attacks.
Ichor Wedge. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) Slashing damage.
Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 9 (1d6 + 5) bludgeoning damage. If the target is Medium or Smaller, it is grappled (escape DC 13), restrained, and takes 6 (1d10) Necrotic damage at the end of each of its turns until the grapple ends.
Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d4 + 5). On hit the target must succeed a DC 12 Strength saving throw or be knocked prone.
Lashing Vines. (Recharge 5-6). Virvo releases a barrage of thorns and vines in a 15 foot square. Each creature in the area must make a DC 13 Dexterity saving throw, taking 18 (4d8) bludgeoning damage on a failed save, and half as much on a success.
Enter the description for how legendary actions work for your monster here.
Syphoning Grasp (Costs 2 Actions). Vines erupt from around the ground within 10 feet of Virvo. And must make a DC 15 Dexterity saving throw or be drained of 8 (3d4) Necrotic damage.
Kick (Costs 1 Action). Make a kick attack.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count 20 (losing initiative ties), Virvo the Blighted takes a lair action to cause one of the following effects; Virvo The Blighted can’t use the same effect two rounds in a row:
- . A Needle Blight appears next to each creature of Virvo the Blighted's choice that it can see and disappears on initiative count 20 of the following round. The Needle Bight's have 1 hit point each and act on initiative count 10 of this round. They move in order to attack one creature.
- Virvo the Blighted creates a 20 foot square of rough terrain at a point of its choice replicating the effects of the spike growth spell. This rough terrain detonates at initiative count 10 (losing initiative ties) of this round. Each creature in the area must succeed on a Dexterity saving throw or take 3d6 piecing damage. This area expands in size when interacting with Virvo's Lashing Vines attack.
Regional Effects
The region containing a legendary Virvo the Blighted's lair is corrupted by the vengeful spirits wrath, which creates one or more of the following effects:
- Plants begin to gain sentience within 2 miles of the spirits resting place (lair).
- A tangle of vines take over the surfaces of any sacred grounds within a 3 mile radius.
If Virvo the Blighted dies, these effects fade over the course of 1d12 days.
Previous Versions
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4/10/2022 3:49:47 AM
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Coming Soon
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