Medium Undead, Lawful Good
Armor Class 22 (plate, shield)
Hit Points 450 (38d12 + 200)
Speed 40 ft.
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws STR +12, CON +12, WIS +10, CHA +12
Damage Immunities Necrotic, Poison
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 13
Languages Abyssal, Common
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.

Marshal Undead. Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. In addition, undead creatures raised by Vanrak gain an additional + 6 bonus to attack and damage rolls.

Fast Friends. While he is within 30 feet of Umbraxakar, both characters have +4 AC. While Glyster is within 5 feet of an enemy, Vanrak has advantage on all his attack rolls against them, and glyster gets the same while Vanrak is within 5 feet of them.

Spellcasting. The death knight is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 22, +10 to hit with spell attacks). It has the following paladin spells prepared:

1st level (4 slots): command, compelled duel, searing smite

2nd level (3 slots): hold person, magic weapon

3rd level (3 slots): dispel magic, elemental weapon

4th level (3 slots): banishment, staggering smite

5th level (2 slots): destructive wave (necrotic), banishing smite

Actions

Multiattack. The death knight makes three sunblade attacks.

Greataxe. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 31(4d12 + 7) slashing damage, plus 18 (4d8) necrotic damage.

Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 22 Dexterity saving throw. The sphere spreads around corners. A creature takes 65 (20d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Entropic Aura(1/Day). Vanrak casts antimagic field.

Wish. Vanrak uses one of the two remaining charges of the luckblade to cast wish

Reactions

Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.

Legendary Actions

Vanrak 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. He regains spent legendary actions at the start of his turn.

Greataxe. Vanrak makes one greataxe attack.

Entropic Ray. Vanrak casts dispel magic without using a spell slot.

Aura of Despair(3 Actions). Each creature within 15 feet of Vanrak must make a DC 18 Wisdom saving throw or become Despaired(see Shradin Mulaphur).

Description

Loot. Vanrak has a one [magic item]luck blade[/magic item]. He has one +3 greataxe. Finally, he has a cloak of displacement.

Lair and Lair Actions

Vanrak Moonstars Lair encompasses one half of his level in undermountain. It is shrouded in shadow, the taint of his patron goddess Shar. Each creature who enters must make a DC 15 wisdom saving throw or fall under the Despair condition for 1 hour. The despair condition is as follows: The creature cannot take actions other than bonus actions, and the creature automatically fails Wisdom saving throws. Fey have disadvantage on the saving throw.

On initiative count 20 (losing initiative ties), the Vanrak takes a lair action to cause one of the following effects. He can’t use the same effect two rounds in a row.

  • Vanrak selects a creature within 60 feet of him. He ends one random magical effect on that creature and then he rolls 1d8. That creature loses a number of spells slot levels equal to the number rolls, of that creature's choice 
  • Each undead in the lair is immune to effects that turn undead until initiative count 20 on the next round.
  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell  in Vanrak's lair is wracked with pain. If it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes (1d6) necrotic damage per level of the spell, and the spell has no effect and is wasted.
hollo_john

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