Death Throes. When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren’t being worn or carried, and it destroys the balor’s weapons.
Fire Aura. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
Magic Resistance. The balor has advantage on saving throws against spells and other magical effects.
Magic Weapons. The balor’s weapon attacks are magical.
Multiattack. The balor makes two attacks: one with its longsword and one with its whip.
Longsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
Unfathomable Wrath. Vorkaroth goes into a rage for 4 of his turns. during this rage he deals an extra +10 melee damage. Vorkaroth also gets advantage on melee attacks, but disadvantage on hit rolls. He can't cast or concentrate on spells while raging. If he does not attack for 2 turns then he goes out of rage. he can not return to his rage for 2 turns. Anything that may take him out of rage can take him out of rage if the number rolled goes above 17, he is at a disadvantage to spells dealing with any sort of Radiant Damage.
Vorkaroth can take 4 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. Vorkaroth regains spent legendary actions at the start of his turn.
Hellfire Nova (Cost: 1 Action). The demon lord channels its inner hellfire, unleashing a devastating explosion of flames. Each creature within a 20-foot radius sphere centered on the demon lord must make a Dexterity saving throw of 15 or take 1d12 damage each.
Aura Of Wrath (Costs 3 Actions). Vorkaroth surrounds himself with a psychic aura that drives creatures within 20 feet of him into a violent frenzy. A creature inside the aura or that enters the aura must succeed on a Wisdom saving throw of 15 or be overcome with rage. If the creature fails the saving throw, they go into a rage. Friend becomes foe and enemies stay enemies. In this rage, they target the creature closest to them, friend or foe, and attack with melee. If they cant attack with melee then they instead attack with anything else that is specifically offensive. This lasts for one turn, afterwards they cant be affected again for the remainder of the battle.
Summon Spined Devils (Costs 2 Action). Vorkaroth Summons 2 spined devils to fight by his side, they come out of portals to wherever he decides, as long as its in his sight.
Description
A huge demon, trying to ascend and become a demon lord.
Vorkaroth has Gigantic horns, he has flames coming off of him and is the embodiment of Rage. Most of his goals consist of enslaving or killing the races of the world. He has a deep hatred for most gods and wants to see the world engulfed in flames and chaos.
Lair and Lair Actions
20 miles from Vorkaroths lair the skies are smokier. You can see great columns of smoke rising out of the mountains close to where Vorkaroth stays. Some lower level fiends live in this area. If any villages are nearby, or homes separated from villages, these locations will experience frequent raids from low level fiends.
10 miles from Vorkaroths lair the sky becomes much more smoky, the land and trees start to look much more burnt. Occasional yells of rage can be heard from fiends and people corrupted by the wrath of Vorkaroth. Various chasms have formed by this point with smoke and fire rising out of them. Medium Level Fiends most likely surround this area.
- Any Barbarians in the 10 mile radius now have a bonus 2d4 to damage, but have a much harder time controlling anger, which can be seen if they talk to someone for example.
5 miles from Vorkaroths lair the sun is just about fully blocked with smoke. Lava is much more frequent, coming out of various chasms. Vorkaroths lair is now fully visible from this distance, a large stone fort built and chiseled on the side of a mountain, once snowy, now so hot that it cant snow. Imps can be seen flying in the sky, but not attacking. Most of them hauling things or just simply traveling. Cambions can be seen in the distance mainly whipping slaves or training for battle.
Vorkaroths Fort - His fort holds forces of various types of fiends training for battle, or bringing loot and tribute to him. The entrance is a big gate, mainly made of a very hot metal. All the way across the long yard sits Vorkaroth, on his throne made of stone, lined with skulls and bones. Surrounding him is a great amount of loot. Vorkaroth must be brought to half health in order to be brought to his actual lair
Vorkaroths Lair - After being brought to half Health, Vorkaroth and the people fighting him will be transported to his lair via a Plane shift. Killing him here will kill him for good. His lair is hot, with chasms surrounding it. Lava falls down the walls into these chasms. Fiends of all kinds, mainly imps and cambions, can be seen out in the distance. The roof is high, but dangling down are chains.
- A creature cant fully die here, instead they get chained to the sides of the lair. If everyone is chained to the side of the lair, they will be sent to the arena of Vorkaroth. Here they will fight at full health again against a few fiends. After winning, they will be able to face Vorkaroth again in his lair. Vorkaroth will have lost health still, but regain 3d20 of his health.
On initiative count 20 (losing initiative ties), Vorkaroth can take a lair action to cause one of the following effects:
Fiery Eruption: The lair quakes, and columns of fire erupt from randomly selected points on the ground, creating difficult terrain in those areas for 2 turns. All creatures in the vicinity must make a Dexterity saving throw of 12 or take 1d10 fire damage.
Infernal Chains: The Chains on the ceiling come down and restrain anything they can. All creatures in the lair must make a dexterity saving throw of 10. On fail, they will be unable to move for one turn, but still be able to make attacks. If they succeed, the creature can make a strength check (if they choose to do so) of 15 to throw it towards Vorkaroth, if Vorkaroth fails a dexterity saving throw of 15, he will be stuck for one turn.
Molten Eruption: Molten lava erupts from the chasms. Anyone within 20 ft of the sides of the lair must make a dexterity saving throw of 14 or get damaged for 1d10 fire damage.
Angry Whispers: The very air in the lair seems to whisper malevolent thoughts, driving creatures to greater levels of anger. The demon lord chooses one creature within 60 feet. The target must succeed on a Wisdom saving throw of 16 or become enraged, attacking the nearest creature on its next turn.
after death, the effects on the surrounding area will clear up over the course of 1d20 days
Previous Versions
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