Magic Resistance. Viltrill has advantage on saving throws against spells and other magical effects.
Spellguard. While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Spellcasting. Viltrill is an 12th-level Shadow Sorcerer and a 16th-level Necromancer Wizrd. Its spellcasting ability is Charisma and Intelligence (spell save DC 18, +10 to hit with spell attacks). Viltril can cast disguise self and invisibility at will and has the following sorcerer and wizard spells prepared:
Cantrips (at will): chill touch, booming blade, frostbite, sword burst, shocking grasp
1st level (4 slots): chaos bolt, shield, silvery barbs*, witch bolt, catapult
2nd level (3 slots): detect thoughts, mirror image, misty step, hold person, hold person, shatter
3rd level (3 slots): counterspell, fly, lightning bolt, fireball
4th level (3 slots): banishment, sickening radiance, stoneskin*
5th level (3 slots): cone of cold, scrying, dominate person
6th level (2 slot): sunbeam, disintegrate, chain lightning
7th level (1 slot): finger of death
8th level (1 slot): antimagic field*
9th level (1 slot): time stop
You have 12 sorcery points that you regain when you finish a long rest. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.
You gain the ability to twist spells to suit your needs.
You can spend sorcery points equal to a spell's level (1 for a cantrip) to target a second creature in range with the same spell, as long as the spell at the level it's being cast is incapable of targeting more than one creature.
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.
When damage (that isn't radiant or from a critical hit) reduces you to 0 HP, you can make a CHA saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 HP (and can't use this feature again until you finish a long rest).
Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
Viltrill makes 3 weapon attacks or may cast a spell
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage.
Back Talker. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage. I
Shield Bash. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen (modified dire wolf) to target one creature you can see within 120 ft. of you.
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 ft. of you with your shield.
If an effect allows half damage on success, you can use your reaction to take no damage.
Viltrill 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. Viltrill regains spent legendary actions at the start of its turn.
Servants Sacrifice (Costs Two Actions)
When an opponent lands a critical hit, Viltrill summons one of his undead to take the hit instead.
Rise From The Grave (Costs One Action)
Viltrill summons 1 undead to the battle.
Grovel(Costs One Action)
If Viltrill attacks with his shield, he may attempt to knock the opponent prone. Who he strikes must succeed a DC 16 Dexterity Saving throw.
Description
He was once a humble farmer who lived with his family, but one night a group came and ransacked his farm, burning everything to the ground and slaughtering his family. They gave him a life-threatening world and left him for dead. And as he lay there bleeding out, he felt a sudden surge of vitality as shadows surrounded his wound. When they vanished it was revealed that his wound had closed. He staggered slowly towards the burning rubble of what was once his house, only to see the horrors of what they did to his family. From that moment he swore that he would do whatever it takes to bring his family back and make the ones that did this suffer. He left what was once his home, down this dark and lonely journey. He spent decades learning the dark craft of necromancy. The more powerful he became, the less he reassembled who he was once. In his search he learned the secrets of extending his life span indefinitely. After nearly 350 years of searching, he has finally stumbled on what could bring them back (DMs choice of what that could be). He also has located the descendants of those that took everything away from him and has set his undead minions to give them the worst death possible.
Lair and Lair Actions
At the start of Viltrill's turn, skeletal hands burst from the ground grabbing all enemies in sight. Each being grabbed must succeed on a Dexterity Saving Throw of 16 or be grappled. The hands have an AC 10 and 15 HP.
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