Amorphous. The Van Shopkeeper can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the Van Shopkeeper can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the Van Shopkeeper has disadvantage on attack rolls, ability checks, and saving throws.
Inscrutable. The Van Shopkeeper is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the Van Shopkeeper's intentions or sincerity have disadvantage.
Magic Weapons. The Van Shopkeeper's weapon attacks are magical.
Legendary Resistance (3/Day). If the Van Shopkeeper fails a saving throw, it can choose to succeed instead.
Spellcasting. The Van Shopkeeper is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It requires no material components to cast its spells. The Van Shopkeeper has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, prestidigitation, ray of frost,
1st level (4 slots): detect magic, identify, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, darkness, detect thoughts, invisibility, locate object, mirror image, suggestion
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball, remove curse, tongues
4th level (3 slots): banishment, blight, dimension door, greater invisibility
5th level (3 slots): cloudkill, legend lore, scrying
6th level (1 slot): disintegrate, globe of invulnerability
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Turn Resistance. The Van Shopkeeper has advantage on saving throws against any effect that turns undead.
Multiattack. The Van Shopkeeper makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Van Shopkeeper 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. The lich regains spent legendary actions at the start of its turn.
Cantrip. The Van Shopkeeper casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The Van Shopkeeper uses its Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Van Shopkeeper gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the Van Shopkeeper must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
The Awesome Store
The Van Shopkeeper presides over The Awesome Store, within which are hidden divine secrets and treasures beyond the reach of mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the Van Shopkeeper can take a lair action to cause one of the following magical effects; the Van Shopkeeper can’t use an effect again until it finishes a short or long rest:
- The flow of time is altered such that every creature in the lair must reroll initiative. The Van Shopkeeper can choose not to reroll.
- The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the Van Shopkeeper's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.
- The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (Van Shopkeeper's choice). Only the Van Shopkeeper is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
- The Van Shopkeeper shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the Van Shopkeeper can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.
- The Van Shopkeeper rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The Van Shopkeeper targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the Van Shopkeeper takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the Van Shopkeeper takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Van Shopkeeper or the target is no longer in the The Awesome Store.
- The Van Shopkeeper calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Previous Versions
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6/21/2023 3:45:18 PM
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5
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2
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Coming Soon
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