Indomitable (4/Day). Vlakki rerolls a failed saving throw.
Magic Resistance. Vlakki has advantage on any saving throw made against a spell or other magical effect.
Survivor. Vlakki regains 20 hit points at the start of his turn if he has fewer than half his hit points but at least 1 hit point.
Multiattack. Vlakki makes four attacks using Mournwake or his Longbow. He can replace one of these attacks with a use of spellcasting or his fire breath if it is charged.
Mournwake. Melee Weapon Attack: +18 to hit, reach 5 ft., 1 target. Hit: 18 (2d6+11) slashing damage and 18 (4d8) Necrotic damage plus 7 (2d6) slashing damage if Vlakki has more than half his hit points. In addition, if the target is a creature they must make a DC23 constitution saving throw or be unable to regain hit points until the start of Vlakki's next turn.
Longbow. Ranged Weapon Attack: +14 to hit, range 150/600ft., 1 target. Hit: 11 (1d8+7) piercing damage plus 18 (4d8) necrotic damage plus 7 (2d6) slashing damage if Vlakki has more than half his hit points.
Spellcasting. Vlakki casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
At-will: Greater Invisibility, Branding Smite, Cure wounds (2nd-level)
2/day: haste, Staggering Smite
1/day: Destructive Wave
Fire Breath (Recharge 5–6). Vlakki exhales fire in a 30-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 49 (14d6) fire damage on a failed save, or half as much damage on a successful one.
Second Wind (2/short or long rest). Vlakki regains 40 hit points.
Chromatic Infusion(7/day). Vlakki infuses his greatsword with the power of a chromatic dragon, causing it to deal 5 (2d4) damage of either acid, cold, fire, lightning or poison damage. Vlakki chooses when he activates this bonus action. He can only have this bonus action activated once per weapon. The infusion lasts 1 minute, or until he drops his weapon.
Lightfooted. Vlakki can take the hide or disengage actions as a bonus action.
Taunt (3/Day). Vlakki targets one creature within 30 feet of him. If the target can hear him, the target must succeed on a DC 18 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Vlakki's next turn.
Sprout Dragon Wings. Vlakki can use his bonus action to sprout a pair of dragon wings, in doing so he gains a flying speed of 40ft. He can also dismiss these wings as a bonus action.
Reactive Resistance. When Vlakki takes acid, cold, fire, lightning, or poison damage he can use his reaction to gain resistance to that damage type until the end of his next turn.
Telekinetic Reprisal. When Vlakki takes damage from a creature within 10 feet of him, he can use his reaction to force them to make a DC18 strength saving throw or take 18 (4d8) force damage and be pushed back 15 feet. On a success a target takes half as much damage and isn't pushed back.
Retaliate. When Vlakki is hit by an attack made by a creature within 5ft. of him, he can use his reaction to make an attack using Mournwake.
Protective Wings (7/day) . When Vlakki is hit by an attack, he can use his reaction to add 7 to his AC against that attack, possibly causing it to miss.
Vlakki 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. Vlakki regains spent legendary actions at the start of his turn.
Command Ally. Vlakki targets one ally he can see within 30 feet of it. If the target can see or hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Weapon Attack. Vlakki makes one attack using Mournwake or his Longbow.
Frighten Foe (Costs 2 Actions). Vlakki targets one creature he can see within 30 feet of him. If the target can see or hear him, the target must succeed on a DC20 Wisdom saving throw or be frightened of Vlakki until the end of his next turn.
Previous Versions
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