Medium Undead (High-Elf, Wizard), Neutral Evil
Armor Class 21 (bracers of defense, staff of power)
Hit Points 142 (20d6 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
17 (+3)
CON
16 (+3)
INT
24 (+7)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws CON +10, INT +14, WIS +9
Skills Arcana +13, History +13, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Infernal, Thayan
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

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

Special Equipment. Valindra wears bracers of defense, wields a red wizard blade, a staff of power, and an arcane grimoire +3.

Grim Harvest. When Valindra kills one or more creatures with a spell of 1st level or higher, she regains HP 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.

Undead Thralls. When Valindra casts animate dead, she can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Inured to Undeath.
 Valindra's HP maximum can’t be reduced.

Rejuvenation. If she still has a phylactery and is destroyed, Valindra gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. Valindra is an 20th-level spellcaster. her spellcasting ability is Intelligence (spell save DC 24, +18 to hit with spell attacks). When preparing her spells, Valindra can swap out any spell on her list of prepared spells for another wizard spell of the same level.

Valindra has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frostchill touch

1st level (at will):shieldsilvery barbs

1st level (5 slots): detect magic, magic missile

2nd level (at will): invisibilitydarkness

2nd level (4 slots): detect thoughts, mirror imagelevitateray of enfeeblement

3rd level (at will) animate deadfly

3rd level (4 slots): dispel magic, fireballlightning boltvampiric touchcounterspell

4th level (4 slots): greater invisibility, dimension door

5th level (4 slots): cloudkill, scryinghold monstercone of coldwall of forcefar step

6th level (3 slots): disintegrate, chain lightningglobe of invulnerabilitycreate undeadsoul cage

7th level (2 slots): finger of death, plane shiftteleport

8th level (1 slot): dominate monster, feeblemind

9th level (1 slot): power word killmeteor swarm

Turn Resistance. Valindra has advantage on saving throws against any effect that turns undead.

Actions

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 24 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.

Red Wizard Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus 36 (3d12) necrotic damage. A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.

Staff of Power. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands. Valindra can expend 1 of the staff’s charges to deal an extra 3 (1d6) force damage on a hit.

Command Undead. Valindra can choose one undead that she can see within 60 ft. to make a CHA saving throw (DC 24). If it succeeds, she can’t use this feature on it again. If it fails, it becomes friendly to her and obeys her commands until she uses this feature again. If the target has an INT of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an INT of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Summon Pit Fiend (1/Day). Valindra summons Beealtimatuche, a pit fiend. The pit fiend appears in an unoccupied space within 60 feet of her, acts as her ally, and can’t summon other devils. If the pit fiend dies, Valindra loses this action option.

Magical Illusion. As a bonus action, Valindra can mask her shriveled flesh and appear to be a living elf. This magical illusion lasts until she ends it as a bonus action or until she uses her Frightening Gaze legendary action. The effect also ends if Valindra drops to 30 hit points or fewer, or if dispel magic is cast on her.

Legendary Actions

Valindra 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. Valindra regains spent legendary actions at the start of its turn.

Cantrip. Valindra casts a cantrip.

Paralyzing Touch (Costs 2 Actions). Valindra uses her Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Valindra fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 24 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 Valindra's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Valindra must make a DC 24 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

A Lich’s Lair

A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.

Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich’s work.

A lich encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can’t use the same effect two rounds in a row:

  • The lich 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 lich 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 lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich 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 lich or the target is no longer in the lich’s lair.
  • The lich 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.

Monster Tags: elf

Bigbossduckman

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