Legendary Resistance: Viliastra has 3 legendary resistances per day.
Flyby. Viliastra doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Angelic Weapons. Viliastra's weapon attacks are magical. When Viliastra hits with any weapon, the weapon deals an extra 5d8 necrotic damage (included in the attack).
Divine Awareness. Viliastra knows if it hears a lie.
Innate Spellcasting. Viliastra's spellcasting ability is Charisma (spell save DC 20). Viliastra can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
1/day each: commune, control weather, insect plague
Magic Resistance. Viliastra has advantage on saving throws against spells and other magical effects.
Multiattack. Viliastra makes two melee attacks.
Talon. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) necrotic damage.
Decaying Touch (4/Day). Viliastra touches another creature. The target magically takes 30 (6d8 + 3) hit points damage and must make a CON save DC20 or be poisoned, silenced or blinded for 1 minute (DMs choice).
Viliastra 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. Viliastra regains spent legendary actions at the start of his turn.
Siphon Spear. Viliastra draws power through its tether to the spear binding Hrumbarr. Viliastra gains 25 temporary hit points and a bonus of 1d4 to her next attack roll or saving throw.
Tainted ground. Viliastra can spend 10 Hit Points (real or temporary) to release necrotic spores from the ground in a 100' radius. Anyone in the radius must make a Con save (DC20) or take 2d6 necrotic damage.
Raise minions (Costs 2 Actions). Viliastra can use her link to the Siphon Spear to raise either 1d4 Zombie Brown Bears or 2d4 Zombie Wolves. They burst from the soil within 100' of Viliastra.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Viliastra can take one of the following lair actions; Viliastra can’t take the same lair action two rounds in a row:1
Grasping Tendrils. The Corrupted Tendrils covering the area around the Siphon spear writhe and slither making the ground within the lair difficult terrain until the next Lair Action is triggered.
Spore Cloud. The vines littering the ground launch spores into the air. Any creature in the lair within 10' of the ground must make a Constitution save DC15 or take 3d6 necrotic damage. Any creature who has failed its final death save within the last 24 hours rises as a Zombie under Viliastra's control.
Bolster the dead. The Siphon Spear draws energy from the imprisoned Hrumbarr and radiates a pulse through the lair. Any undead creature (Viliastra incuded) within the lair gains 25 temporary Hit Points.
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