Legendary Resistance (3/Day). If Vorgar the Terrible fails a saving throw, he can choose to succeed instead.
Magic Resistance. Vorgar the Terrible has advantage on saving throws against spells and other magical effects.
Regeneration. Vorgar the Terrible regains 20 hit points at the start of his turn. If he takes cold damage, this trait doesn’t function at the start of his next turn. Vorgar the Terrible dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Vorgar the Terrible makes one Claw attack and one Gore attack.
Claws. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) cold damage. If the target is Large or smaller, it is grappled (DC 24) and it is restrained until the grapple ends. Vorgar the Terrible can grapple one creature at a time. If the target is already grappled by Vorgar the Terrible, the target takes an extra 27 (6d8) fire damage.
Gore Melee Weapon Attack: +16 to hit, reach 10 ft., one creature. Hit: 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) fire damage.
Spellcasting. Vorgar the Terrible casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: alter self (can become Medium when changing his appearance), detect magic, fireball, invisibility (self only), locate object, suggestion, wall of fire
1/day: banishment
Teleport. Vorgar the Terrible magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Vorgar the Terrible 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. Vorgar the Terrible regains spent legendary actions at the start of his turn.
Undying Fire. Vorgar the Terrible targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Wisdom saving throw or become frightened of Vorgar the Terrible until the end of its next turn, as the creature is forced to understand Vorgar's pain.
Teleport. Vorgar the Terrible uses Teleport.
Swift Sting (Costs 2 Actions). Vorgar the Terrible makes one Gore attack.
Description
Vorgar the Terrible was in the heart of the area that was destroyed during the desolation. He was bathed in fire and magic of unfathomable power. He has been burning since then. He cares not for the desires of others he only seeks pleasure and relief from the constant pain. Unfortunately his primary source of pleasure is destroying those who dare to enter his presence.
Lair and Lair Actions
Vorgar the Terrible's Lair
Vorgar the Terrible has recently reclaimed his ancestral home a fortress, beautifully carved into the sandstone caverns, fomrally the home of one of the Northern Orc tribes. He roams the passages hoping for entertainment to arrive so he might distract himself from the constant pain that plagues him.
Lair Actions
On initiative count 20 (losing initiative ties), Vorgar the Terrible can take one of the following lair actions; he can’t take the same lair action two rounds in a row:
Banish. Vorgar the Terrible casts the banishment spell.
Fire Blast. Vorgar the Terrible causes a blast of fire to burst from the ground at a point he can see within 120 feet of him. The fire fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) fire damage.
Hateful Restraints. Vorgar the Terrible targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.
Regional Effects
The region containing Vorgar the Terrible's lair is warped by his magic, creating one or more of the following effects:
Scorching Wind. Horrible dehydrating strong winds howl around the area within 1 mile of the lair.
Doorways to the Desolation. Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in The Desolation.
If Vorgar the Terrible dies, these effects fade over the course of 1d10 days.
Cultists of Vorgar the Terrible
Vorgar the Terrible grants his cultists nothing for he consumes any foolish enough to try to enter his service.
Vorgar's follower gain nothing but a quick death in his service
Previous Versions
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