Medium Humanoid (Elf, Half-Dragon, Wizard), Neutral
Armor Class 14 (17 with mage armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
17 (+3)
INT
26 (+8)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws INT +13, WIS +7
Skills Arcana +11, Deception +10, History +10, Perception +7, Persuasion +10, Religion +10
Damage Resistances Fire, Necrotic, Poison
Condition Immunities Charmed, Frightened
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 16
Languages Common, Draconic, Elvish, Infernal, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Necromancer. Vadania has levels in wizard of the necromancer subclass and counts as a 13th level wizard with the school of necromancy subclass.

Inured to Undeath. Vadania has resistance to necrotic damage, and their hit point maximum can’t be reduced.

Ritual Casting. Vadania can cast a wizard spell as a ritual if that spell has the ritual tag and she has the spell in her spellbook. Vadania doesn’t need to have the spell prepared.

Deathless Nature. Vadania have advantage on saving throws against disease and being poisoned, and has resistance to poison damage, has advantage on death saving throws. Vadania don’t need to eat, drink, or breathe. She also doesn’t need to sleep, and magic can’t put you to sleep. She can finish a long rest in 4 hours if she spends those hours in an inactive, motionless state, during which you retain consciousness.

Researcher. When Vadania attempts to learn or recall a piece of lore, if she does not know that information, she often knows where and from whom she can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. (Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.)

War Caster.  Vadania has the following benefits, advantage on Constitution saving throws that she makes to maintain her concentration on a spell when she takes damage. Vadania can perform the somatic components of spells even when she has weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from Vadania, she can use her reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Legendary Resistance (3/Day). If Vadania fails a saving throw, she can choose to succeed instead.

Special Equipment. Vadania possesses a Scaled Ornament (wakened)cloak of displacement, and a ring of fire resistance.

Actions

Multiattack. Vadania makes three Arcane Burst attacks. She can use her claws in place of one of other attack.

Arcane Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 30 (4d10 + 8) necrotic damage. 

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.


Breath Weapon (Recharge 5–6).
 Vadania uses one of the following breath weapons:

Dream Breath. Vadania exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Moonlight Breath. Vadania exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 16 Dexterity saving throw, taking 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Spellcasting. Vadania casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 21, +11 to spell attacks):

At will: chill touch, mage hand, prestidigitationmind slivertoll the dead

2/day each: shield, counterspell, mage armor, dispel magicfireballwither and bloomRime’s Binding Icechromatic orbshadow blademagic missilespirit shroudblight

1/day each: sunbeamenervation

Innate Spellcasting. Vadania casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

At will: faerie fire

1/day each: calm emotions, invisibility, revivify

Bonus Actions

Summon Undead (1/Day). Vadania magically summons five skeletons or zombies (both appear in the Monster Manual). The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after Vadania. Each lasts for 1 hour, until it or Vadania dies, or until Vadania dismisses it as a bonus action. Vadania can mentally command any creature she has animated with this spell if the creature is within 120 feet of her (if she controls multiple creatures, she can command any or all of them at the same time, issuing the same command to each one). Vadania decides what action the creature will take and where it will move during its next turn, or she can issue a general command, such as to guard a particular chamber or corridor. If she issues no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under Vadania's control for 24 hours, after which it stops obeying any command Vadania have given it. To maintain control of the creature for another 24 hours, Vadania must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts her control over up to three creatures she has animated with this spell, rather than animating new ones.
 (Your DM may also apply this to any other undead creatures they deem appropriate in place of skeletons or zombies  )

Reactions

Grim Harvest. Once per turn when Vadania kills one or more creatures with a spell of 1st level or higher, She regains hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. She doesn’t gain this benefit for killing constructs or undead.

Reactive Spellcasting. Vadania casts one of the following spells shield or counterspell.

Wakened Ornament (1/Dawn). When Vadania would take radiant damage, she can use her reaction to take no damage instead, and Vadania regains hit points equal to the damage she would have taken. Once this property is used, it can’t be used again until the next dawn.

Legendary Actions

Vadania can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature’s turn. Vadania regains spent legendary actions at the start of its turn.

Tail. Vadania makes one Tail attack.

Cast a Spell (Costs 2 Actions). Vadania uses Spellcasting or Innate Spellcasting.

Description

Once a skilled elven mage, she died 10,000 years ago in a war on the world of Batanys, during the days before the evil god Vecna was cast out by the powerful dracolich, Muxaeril, she would have survived the war had she not been fatally wounded, by Lucius, mid casting of a powerful spell, desperately trying to keep herself from dying she part way through casting switched spells to one that could potentially save her, the result of the mixed up spells caused her attempt to both succeed and fail. Her magics causing her to be partially restored many, many, many, years later, awaking in a state of both undeath and life, neither undead nor truly living, the process also caused her to lose most of her memories, apart from basic skills, her knowledge of how to cast spells, and a single name, Vecna. The idea of using it as her name deeply troubled her and she knew somehow subconsciously that this was not her name, but having nothing else to go off of, she used it to devise a new name for herself, till she could learn her original name, should she be so lucky, dubbing herself "Cevna".

Vadania later, after adopting Sehanine Moonbow as her patron deity and joining her faithful, was transformed via elven high magic into a moonstone dragon as part of a plan to fight off against a powerful being known as "the lost son", when the magic wore off, rather than reverting to her normal form, she became a half-moonstone dragon in addition to being a reborn elf. After the battle when the spell wore off, something unexpected happened to Vadania, she returned to humanoid form, but also retained aspects of her moonstone dragon form, the elves investigate her at her own request. They conclude that her essence has been infused with divine magic. Not only has this caused Vadania to become a half moonstone dragon but gifted her with a new spark of life to empower her magic and that it seems unlike most half-dragons she has gained the abilities of a young moonstone dragon instead of a Wyrmling, and as she ages, her powers will increase as though she were a true moonstone dragon. Her condition now seemed to be an answer from the gods to her request she had made before the final battle with the lost son, she seldomly uses necromancy in a way that would create evil creatures or otherwise be considered against the practice of white necromancy, establishing a means for undying to be made within these bounds to act as undying defenders of the people. in the decades since the defeat of the lost son she has been made duchess of the land that was once her father's kingdom of Siannodel, governing over it's lands as part of an agreement with former party member, Octavcian, emperor of the elven empire of Cairithia. Over the decades she has come to be known by a few additional aliases and titles such as The Duchess of Dreams and The Undying Dream.

As a half-moonstone dragon, Vadania still resembles an elven woman, but now in addition to her rather pale skin as a reborn, most other tells of her undead like nature are no longer visibly present, also gaining opalescent pale silver scales with a hint of blue in moonlight, and ruffs of emerald-green fur like hair that ran down her back and tail. One short horn curved forward from the nose, while a longer one curved back from the head, together forming a shape reminiscent of a crescent moon, and the most notable detail was that unlike some half-dragons she lacked wings, once blue eyes now an opalescent aquamarine. Her outfit consists of majestic vestments of midnight blue trimmed in silvery white, with celestial markings embroidered in silver thread. More lunar silver twisted around the arms and wound into the hair.

Personality Traits. 
"I’m convinced that people are always trying to steal my secrets."
"I’m willing to listen to every side of an argument before I make my own judgment."
"I often lose track of whether I’m in the Feywild or on the Material Plane."

Ideals. 
"I’m a monster that destroys other monsters, and anything else that gets in my way."
 "Why waste time on boring, ordinary concerns when the world is filled with fantastic and ludicrous wonders?"

Bonds. 
"A trusted friend is the most important thing in the multiverse to me."

Flaws.  
"I talk to spirits that no one else can see."

------------------------------------------------------SPELLBOOK-------------------------------------------------------------------
Vadania's Spell book is known to contain the following spells
chill touch, mage hand, prestidigitationmind slivertoll the deadcatapult, shield, comprehend languages, counterspell, mage armor, dispel magicfireballwither and bloomRime’s Binding Icechromatic orbshadow blademagic missiledisguise selffalse lifefeather fallidentifyarcanist's magic auraborrowed knowledgegentle reposemirror imageray of enfeeblementanimate deadsendingspeak with deadspirit shroudsummon undeadblightdivinationpolymorphcontact other planeenervationtelepathic bondteleportation circlecreate undead, sunbeam, and create magen

Lair and Lair Actions

Vadania's Lair
Vadania's lair is a castle overlooking a placid lake, dubbed Castle Siannodel, was considered a stunning example of elven design and architecture. The body of the citadel was un-evenly shaped with seven spired towers of various sizes reaching out to the sky. The spires interconnected with the main tower of the citadel and with each other via a series of walkways. The spires were enchanted with a delicate glow that lit up the castle at night and faerie fire danced around the main and the largest tower, an enchantment still active to this day. The main body of the citadel was three floors tall, with its towers rising up 20-40 feet higher. The castle's main gates are made out of old and tough-looking dark brown wood reinforced with silver-like metal. After maturing her moonstone dragon powers, she began connecting it with other locations she otherwise would visit or reside at with magic portals, often splitting her time between the Feywild, the Material Plane, and the Ethereal Plane. The castle would strangely be kissed by the moon every night.

The challenge rating of Vadania increases by 1 when she’s encountered in its lair.

Lair Actions

On initiative count 20 (losing initiative ties), Vadania can take one of the following lair actions; Vadania can’t take the same lair action two rounds in a row:

Banish into Dream. Vadania targets a creature she can see within 120 feet of her and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.

Compulsive Dance. Vadania targets a creature she can see in her lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance.

Disorienting Visions. Disorienting illusory images flit through Vadania's lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round.

Regional Effects

The region surrounding Vadania’s lair is altered by her draconic magic, creating one or more of the following effects:

Dream Communication. Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of Vadania’s lair, Vadania can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with Vadania upon waking.

Planar Transition. The veil between planes is thinned near Vadania’s lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.

If Vadania dies, any portals near the lair close immediately.

 

Monster Tags: NPChumanoidfey

Habitat: ForestUrban

Scarletsteam

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