Medium Undead (Dragonborn), Neutral Evil
Armor Class 24 (natural armor)
Hit Points 300 (18d8 + 54)
Speed 30 ft., Fly 30 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
26 (+8)
WIS
18 (+4)
CHA
26 (+8)
Saving Throws CON +12, INT +16, WIS +12
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Fire, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 20
Languages Common plus up to five other languages
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

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

Spellcasting. Vorash is Intelligence (spell save DC 23, +16 to hit with spell attacks). The Vorash has the following wizard spells prepared:

Cantrips (at will): acid splash, prestidigitation, ray of frostbooming blade,  green-flame blade

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror imagescorching ray, aganazzar's scorcher

3rd level (3 slots): enervation, counterspell, dispel magic, fireball

4th level (3 slots): blight, greater invisibility

5th level (3 slots): cloudkill, immolationdanse macabre

6th level (3 slot): Abi-Dalzim’s Horrid Wilting, globe of invulnerabilitydisintegrate, mass suggestionblade barrier

7th level (2 slot): finger of death, power word pain

8th level (2 slot): dominate monster, maddening darkness

9th level (2 slot): meteor swarmPrismatic Wall

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

Actions

Multiattack. Vorash makes two attacks: one with its longsword and one with its Hand.

Paralyzing Touch. Melee Spell Attack: +16 to hit, reach 5 ft., one creature. Hit: 19 (3d6) cold damage. The target must succeed on a DC 20 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.

King Orindal Stormfury LongSword. Melee Weapon Attack: +19 to hit, reach 5 ft., one target: Hit: 15 (2d8+8) slashing damage plus 4 (1d6) lightning damage plus 10 (2d8) cold damage

Hand of Vecna. Any Spell or attack made with the hand, deal an additional 9 2d8 cold damage on a hit.

The hand has 8 charges. you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death 5 charges,counterspell 3 charges

Legendary Actions

Vorash 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. The Vorash regains spent legendary actions at the start of its turn.

Cantrip.  Vorash casts a cantrip.

Paralyzing Touch (Costs 1 Actions). Vorash uses its Paralyzing Touch.

Teleport (Costs 2 Actions). magically teleports along with anything he is carrying up to 240 feet to an unoccupied space he can see.

Cast (Costs 3 Actions). Cast a spell of 5th level or below.

Description

Kills all plants touched

dilutes magic potions within 10 feet

holy water destroyed within 10 feet

Lair and Lair Actions

Vorash Lair

 

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:

  • Vorash 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.
  • Vorash 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.
  • Vorash calls forth the spirits of creatures mattered most to it's target. These apparitions materialize and attack one creature that the Vorash 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.
LGG

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