Medium Undead (Human), Chaotic Evil
AC 17 Splint    Initiative +2 (12)
HP 370 (60d8 + 100)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 20 +5 +5
Mod Save
INT 14 +2 +2
WIS 16 +3 +3
CHA 20 +5 +5
Resistances Necrotic
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Deafened, Exhaustion, Frightened, Grappled, Invisible, Paralyzed, Petrified, Prone, Restrained, Stunned
Gear Shadowmoon Destroyer's Drape that drops.
Senses Darkvision 60, Passive Perception 10
Languages Common
CR 17 (XP 18,000; PB +6)
Traits

Legendary Resistance (3/Day). If Teron Gorefiend fails a saving throw, it can choose to succeed instead.

Ready to Fight. Teron Gorefiend has advantage on initiative rolls.

Actions

Incinerate. Ranged Spell Attack: 45ft, single target. The target must make a DC 18 Dexterity saving throw. A creature takes 17 (4d6+5) fire damage and will suffer at the beginning of the target turn, for three turns, combustion damage dealing 24 (6d8) fire damage on a failed save (can be dispelled), or half as much damage and no combustion on a successful one.

Crushing Shadows (Recharge 5-6). Ranged Debuff Attack: 1 random target will be chosen and must do a DC 18 Constitution saving throw. It will gain vulnerability to necrotic damage for 5 turns on a failed save, evade it on a succesful one.

Bonus Actions

Shadow Step. Teron Gorefiend can teleport away in a free square in a range of 15ft near him without causing opportunity attack.

Legendary Actions

Total 2 actions per turn.

Melee Attack (Costs #1 Actions). Melee Weapon Attack: +8 to hit , one creature. Hit: Teron Gorefiend will hit his target doing 12 (2d10+2) bludgeoning damage.

Ranged Attack (Costs #1 Actions). Ranged Weapon Attack: +8 to hit , one creature. Hit: Teron Gorefiend hurls a dart of energy htat will hit his target doing 15 (2d10+5) force damage.

Description

Teron Gorefiend is an orc died in the Black Temple, resurrected by Illidan Stormrage that binded his orc soul into a dead human knight body and now obligated to serve. His weapons are magical. Normally is the fourth boss of the Black Temple but can switched equally with Shade of Akama, Gurtogg Bloodboil or Reliquary of Souls. The fight is a dps race on burning the life of Teron. One random player will die and partecipate in a separate fight in the same map that can also be very risky for the party.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Teron Gorefiend's takes a lair action to cause one of the following effects:

  • Summon Doom Blossom: The Lair will summon an orb in 10 ft from Teron Gorefiend only if no other orb is already present. The orb cannot be dispelled or countered or attacked. It has the aspect of a closed flower, cannot move and every time that attacks it will opens a bit until full blossom. It act in the same turn as the Lair and will cast Shadowbolts to all creatures in a range of 80ft. The Shadowbolts can't be countered and will always hit doing 13 (2d8+5) necrotic damage to the targets. Once the Shadowbolts has been casted two times, the orb will fully blossom in a open flower casting the Shadow of Death Lair action, heal Teron Gorefiend by 20 (3d10+5) and then vanishes.
  • Shadow of Death: doable only by a Doom Blossom. Spawn two Shadowy Construct in any border of the map (can be in different border) and they will slowly go to the nearest enemy, they will act in the same turn as the Lair, before the Lair. Choose a random target, that target fall unconcius (death saving throw blocked) and become a Vengeful Spirit with fading chains binded from the Vengeful Spirit to the Sadowy Constructs (each turn the chains will fade until they unbinds them all). The Vengeful Spirit cannot use their normal actions, cannot be the target of spells, ability or objects by anyone or everything and the death saves are blocked. His objective is to kill the Shadowy Construct that only it can see, before they become a threat for the party. If it has success on killing the binded targets at the end of the 4th turn as a Vengeful Spirt (or Teron Gorefiend dies), it will come back to his body having the same health as before death; otherwise the target remains unconscious and the death saving throw mechanic will start with two death fail throw already gained and the remaining Shadowy Construct will continue their objecitve (they can be seen and killed by others Veneful Spirit). Healing the unconcius body will end the spell returning the Vengeful Spirit back into the body, any Shadowy Constructs left remains alive without any method to kill them. Killing Teron Gorefiend will end the spell killing any Shadowy construct alive and returning the Vengeful Spirit back to the body with 1 hp.

    As a Vengeful Spirit the creature has 40ft of movement.

    Can do these actions:

    • Multiattack. The Vengeful Spirit can do two actions per turn from the list below.
    • Spirit Volley. The Vengeful Spirit shoots spirits bolt to a Shadowy Construct in a range of 80ft, with 10ft radius, +10 to hit doing 10 (2d10) force damage to the target and all other Shadowy Construct near the target. The spell cannot be used again before 2 turns.
    • Spirit Chains. The Vengeful Spirit shoots spirit chains to a Shadowy Construct in a range of 80ft. The Shadowy Construct Must do a DC 14 Constitution saving throw being unable to move and to act for one turn on a failed save, evading completely on a successful one. The spell cannot be used again before 2 turns.
    • Spirit Strike. The Vengeful Spirit shoots a strike to a Shadowy Construct in a range of 80ft, +10 to hit doing 15 (3d10) force damage to the target.

    Can do one between these bonus actions:

    • Spirit Shield.The Vengeful Spirit create a shield on a friendly alive target in a range of 30ft. The shield will block the next 2 attacks directed to that target (Shadow of Death is excluded) and fades away if the target dies or after 4 turns. The spell cannot be used again before 1 turns.
    • Spirit Lance. The Vengeful Spirit shoots a spirit lance to a Shadowy Construct in a range of 80ft. The Shadowy Construct Must do a DC 14 Constitution saving throw having his movement speed reduced by 50% for two turns on a failed save, evading completely on a successful one. The spell cannot be used again before 1 turns.

Regional Effects

The region containing a legendary Illidan Stormrage’s lair (Black Temple) is wicked by his evil power, which creates the following effects:

  • There is an everlasting night
  • Some violet thunder will be created out of nowhere hitting items for 4 (1d8) lightning damage. The items cannot be destroyed by the thunder. Can hit also creature that stands near or on top of the items, but not the various demons in the region. Only works outdoor.

If Illidan Stormrage dies, these effects fade over the course of 2 years.

Habitat: SwampUnderdarkUrban

NeoEden89

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