Controlling Tendrils. Thick, shadowy tendrils shoot out from the Book of Vile Darkness and attach to the base of a victims neck. The Vile Darkness then begins controlling its victims as meat puppets. Each tendril can reach up to 120'.
Spellcasting. The Vile Darkness is a 9th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +15 to hit with spell attacks). The Vile Darkness has following spells prepared:
Cantrips (at will): Eldritch Blast, Poison Spray, Toll the Dead, Vicious Mockery, Chill Touch
2nd, 3rd, 4th, 5th, 6th, 7th, 8th, 9th level (11 slots): Nathair’s Mischief, Incite Greed, Fear, Hunger of Hardar, Sickening Radiance, Evard's Black Tentacles, Mass Suggestion, Otto's Irresistible Dance, Incendiary Cloud, Sunburst, Weird
Bodak Birth. 1d8 Black portals open. Out of each one, a Bodak shambles out. The portals remain open until the Vile Darkness is defeated. The portals kill a PC through disintegration.
Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 120 ft., 4 targets. Hit: 30 (8d6 + 5) Bludgeoning damage.
Spells Misty Step (2nd), Dimension Door (4th), Plane Shift (7th), Imprisonment (9th)
Dark Speech. From the center of the black tendrils, a utters a phrase in an unknown language. DM Knowledge: It is a random spell cast without expending a spell slot. When reaction is used, roll d6, on a 6, reaction recharges.
Host Toss. Black tendril attached to a host launches a host toward party. Connection to host is lost. Attack: +10 to hit, range 60/120 ft., 4 targets. Hit: 45 (8d10 + 5) Bludgeoning damage.
The Vile Darkness 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. The Vile Darkness regains spent legendary actions at the start of its turn.
Slam (Costs 1 Actions). The Vile Darkness makes one slam attack.
Feed (Costs 2 Actions). Each creature restrained by the Vile Darkness takes 20 (3d10) necrotic damage, and the Vile Darkness gains 10 temporary hit points.
Aura of Obliteration (Costs 3 Actions). The Vile Darkness is surrounded by an annihilating aura of obliteration. All creatures other than undead and fiends that start their turn within 30 feet of the Vile Darkness take 30 (4d10) necrotic damage. The Aura lasts for 1 combat round.
If the Vile Darkness casts a teleportation spell during the last round, it can use the option below as a legendary action, once per day.
Rampage (Costs 1 Action). Rampage. Vile Darkness makes two attacks: one spell attack, and one action attack.
Description
The Book containing the Vile Darkness folds its spine onto itself. A black tendril shoots out from its pages and attaches to the base of a host's neck. Once connected with one host, the book itself is enveloped into the heart of indescribable darkness. Black tendrils extend and retract at will to propel movement, or connect to other hosts. According to adventurers unfortunate enough to observe the Vile Darkness, it is common for it to have multiple hosts. The highest number of hosts ever reported is 25.
Lair and Lair Actions
The lair of the Vile Darkness manifests once its black tendrils attach to the neck of a host. The host's eyes become white and glassy, and an oily twilight begins to spread. This twilight reaches every corner of 10 mile region that the Vile Darkness' lair manifests in. The slick and disorienting atmosphere makes even the most familiar environment alien and unsettling for brave adventurers. Often, traversing the Vile Darkness' lair made even more treacherous as the Vile Darkness also creates strong illusions of friends, foes and creatures that lead adventurers away from the Vile Darkness itself. The illusions themselves are treacherous as they lead adventurers into hazards that would have been easily avoided under normal circumstances.
Lair Actions
On player initiative result of 6, the Vile Darkness takes a lair action to cause one of the following effects; the Vile Darkness can’t use the same effect two rounds in a row:
- Create an illusion to distract PCs. All PCs must roll a DC20 INT. On failed roll, PCs believe the illusion.
- Dimension doors open under PCs. PCs are teleported up to 500 ft. away from the Vile Darkness. If PCs would arrive in a place already occupied by an object or a creature, PCs each take 4d6 force damage, and the spell fails to teleport.
Regional Effects
The region containing the Vile Darkness’ lair is veiled in an oily twilight, which creates the following effects:
- Difficult terrain due to the slickness of the effect.
- Causes hallucinations of creatures, friends or foes that fade into the twilight when approached.
If the Vile Darkness is defeated, these effects fade over the course of 1d12 days.
Previous Versions
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