Two Heads. Vulukith has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Incorporeal Movement. Vulukith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. Vulukith can innately cast the following spells (DC 14, +6 to hit):
(at will): Eldritch Blast, Lightning Lure
3/day: Darkness, Misty Step, Ray of Enfeeblement
1/day: Fear, Shadow of Moil, Vampiric Touch
Multiattack. Vulukith makes a Greatsword and a Claw attack.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., 1 target. Hit: 11 (2d6 + 3) slashing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., 1 target. Hit: 7 (1d6 + 3) slashing damage.
Parry. Vulukith adds +2 to his AC against one melee attack made against him.
Description
Vulukith is a two headed undead that swore to guard the Urn of Souls, convinced that without it, The Wayward Empire cannot succeed.
Comments