Reach of the Ancients. Vahlgrath can make two extra melee weapon attacks per turn thanks to its absurd number of arms. This trait cannot be used if Thorny Grasp is active.
Amphibious. Vahlgrath can breathe in both air and water.
"Spellcasting." Vahlgrath can access a few of Felgrel's "spells." It uses Dexterity for calculating the save DCs and attack rolls associated with them.
Sunlight Hypersensitivity. If Vahlgrath starts its turn in sunlight of any kind, it will take 2d10 radiant damage and becomes incapable of taking reactions until the start of its next turn.
Thorny Grasp. Melee Grapple: reach 5ft. Target must succeed a DC 15 DEX/STR Saving throw or become grappled by the mass of thorny tendrils protruding from Vahlgrath's back. At the start of the target's turn, they may repeat the saving throw to break free, ending the effect on a success. Upon failing the saving throw, the target takes 8 (2d8) piercing damage and is unable to act for the remainder of the turn.
SUFFER PAIN. Ranged Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 20 (4d10) piercing damage. Vahlgrath screams and thrashes the target with a barrage of tendril strikes.
Unyielding Barrage. Melee Weapon Attack: +8 to hit, range 5 ft., 1 target. Hit: 12 (2d8 + 4) bludgeoning damage. Vahlgrath reels its arms back and within a split second, sends out a flurry of fist attacks which all strike its target simultaneously.
Thorn-Flay. Vahlgrath's skin glosses over, numerous thorn-like spikes tearing themselves free from its body in response to an attack, causing an attacker to make a DC 14 DEX save or take 5 (2d6) Magical Piercing damage. Using this reaction, however, causes Vahlgrath to suffer the same damage its target takes.
Hastened Bindings. If a creature moves within 5 feet of Vahlgrath, Vahlgrath can use its reaction to make an attempt at halting any future movement from them. The creature must make a STR saving throw with a DC of 14. Upon failing the saving throw, their movement speed is reduced to 0 until the start of Vahlgrath's next turn.
Description
A horrifying creature to behold, Vahlgrath is the result of the Kuo Toa's lingering willpower congregating into some sort of malevolent being based on warped variations of Vohd, Felgrel, and Yorath's more prominent traits. The creature stands at nearly twenty feat tall, and is an ethereal-looking humanoid with numerous wispy rags flowing from its figure. Further inspection reveals plates of armor fused into well-built muscle underneath, as well as an archaic-looking stone mask which seems to...move, almost as if it were breathing.
There are a few spike-coated tendrils extending from its back, that of which appear to be extremely angular in nature. Additionally, they writhe and twist regardless of their source's will, likely leading one to believe that they've a sentience all their own.
Lair and Lair Actions
The party has already been given a description of this "God's" lair.
Lair Actions
On initiative count 10 (losing initiative ties), Vahlgrath takes a lair action to cause one of the following effects; Vahlgrath can’t use the same effect two rounds in a row:
- Vahlgrath summons forth a surge of water from the ocean outside its home base, afterwards manipulating it and causing an effect similar to the Control Water spell. The DC for saves involving this action are 15.
- If the Flood trait from Control Water is active, Vahlgrath will root its thorny tendrils into the ground suddenly, them afterwards absorbing the water and beginning to sprout like damned weeds across the battlefield. Party members must make a DEX saving throw with a DC of 15 to avoid the erupting pillars of spiked-plant, taking 12 (3d8) magical piercing damage on a failed save, and nothing on a successful one. Afterwards, Vahlgrath will retract its tendrils from the ground, leaving the spiked pillars behind to act as both an environmental hazard and cover.
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