Medium Fiend, Lawful Evil
Armor Class 23 Half plate
Hit Points 183 (27d8 + 54)
Speed 30 ft., Fly 90 ft.
STR
24 (+7)
DEX
19 (+4)
CON
20 (+5)
INT
19 (+4)
WIS
20 (+5)
CHA
23 (+6)
Saving Throws STR +13, CON +11, INT +10, WIS +11, CHA +12
Skills Deception +11, Intimidation +11, Perception +10, Persuasion +11, Stealth +9
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Petrified, Poisoned
Senses Blindsight 20ft.,, Truesight 120ft.,, Passive Perception 20
Languages Abyssal, Common, Infernal, Telepathy 120ft.,
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The Vandrilia has advantage on saving throws against spells and other magical effects.

Hellish Weapons. The Vandrilia's weapon attacks are magical and deal an extra 13 (4d8) magical poison damage on a hit (included in the attacks).

Fiendish Blessing. The AC of the Vandrilia includes its Charisma bonus.(already included.)

Flyby. The Vandrilia doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Exploitation of the Debtors. As a bonus action, the Vandrilia targets a creature charmed by it that it can see within 30 feet of it. The Vandrilia deals 11 (2d10) necrotic damage to the target, and the Vandrilia gains temporary hit points equal to the damage dealt.

Innate Spellcasting. The Valandria's spellcasting ability is Charisma (spell save DC 19). The Vandrilia can innately cast the following spells, requiring no material components:

3/day each: alter self, command, detect magic, suggestion, charm person, charm monster, darkness, scorching ray (at 4th level)

1/day: plane shift, Greater invisibility (self only), dominate monster

Actions

Multiattack. The Vandrilia makes two Lance attacks, two long bow attacks or uses its Fire Ray twice.

Lance. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 4) magical piercing plus 27 (4d8) magical necrotic damage, plus 13 (4d8) magical poison damage and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Fire Ray. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 11 (5d6) magical fire damage.

Longbow. Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 4) magical piercing, plus 27 (4d8) magical necrotic damage, damage, 13 (4d8) magical poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Fiendish Charm. One humanoid the Vandrilia can see within 30 feet of it must succeed on a DC 19 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the Vandrilia's spoken commands. If the target suffers any harm from the Vandrilia or another creature or receives a suicidal command from the Vandrilia, the target can repeat the saving throw, ending the effect on itself on a success. If a target’s saving throw is successful, or if the effect ends for it, the creature is immune to the Vandrilia's Fiendish Charm for the next 24 hours.

Chains of Obligation. The Vandrilia targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage.

Reactions

Parry. The Vandrilia adds 5 to its AC against one melee attack that would hit it. To do so, the Vandrilia must see the attacker and be wielding a melee weapon.

Previous Versions

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