Medium Humanoid, Neutral Evil
Armor Class 18 Natural Armor
Hit Points 200 (10d20 + 80)
Speed 60 ft., Fly 80 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +7, CON +8, WIS +6, CHA +9
Damage Resistances Lightning, Thunder
Damage Immunities Poison
Condition Immunities Exhaustion, Paralyzed, Poisoned
Senses Darkvision 120ft, Passive Perception 17
Languages Common, Primordial Common and Primordial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits
  1. Storm Aura: Within 30 feet of Valken, the area is heavily obscured by swirling winds and crackling lightning. Any creature that starts its turn in this aura must make a DC 17 Dexterity saving throw, taking 2d8 lightning damage on a failed save, or half as much damage on a successful one.

  2. Lightning Mastery: Valken can add his Charisma modifier to any damage rolls he makes with lightning-based spells or abilities.

  3. Legendary Resistance (3/Day): If Valken fails a saving throw, he can choose to succeed instead.

Actions
  1. Multiattack: Valken makes two attacks: one with his Storm Staff and one with his Lightning Strike.

  2. Storm Staff: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage plus 14 (4d6) lightning damage.

  3. Lightning Strike: Valken targets one creature he can see within 60 feet. The target must make a DC 17 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.

Bonus Actions
  1. Call Lightning (Recharge 5-6): Valken calls down a bolt of lightning from the sky to strike a point he can see within 120 feet. Each creature within 5 feet of that point must make a DC 17 Dexterity saving throw, taking 16 (4d8) lightning damage on a failed save, or half as much damage on a successful one. Additionally, on each of Valken's turns after he calls the lightning, he can use a bonus action to repeat the effect as long as he maintains concentration, for up to 10 minutes.
Reactions
  1. Electric Shield: When Valken is targeted by a melee attack, he can use his reaction to summon a crackling shield of electricity, imposing disadvantage on the attack roll. If the attack still hits, the attacker takes 14 (4d6) lightning damage.

  2. Storm Step: When Valken is hit by a ranged attack, he can use his reaction to teleport up to 30 feet to an unoccupied space he can see. The attack misses, and Valken gains advantage on his next attack roll or saving throw before the end of his next turn.

Legendary Actions
  1. Legendary Actions (3/round):

    1. Chain Lightning (Costs 2 Actions): Valken unleashes a bolt of lightning that arcs to up to three other creatures of his choice within 30 feet of the original target. Each target must make a DC 17 Dexterity saving throw, taking 24 (7d6) lightning damage on a failed save, or half as much damage on a successful one.

    2. Thunderclap: Valken creates a deafening clap of thunder in a 20-foot radius centered on a point he can see within 60 feet. Each creature in that area must make a DC 17 Constitution saving throw, taking 16 (4d6) thunder damage and becoming deafened for 1 minute on a failed save, or half as much damage and not deafened on a successful one.

    3. Teleport: Valken magically teleports up to 60 feet to an unoccupied space he can see.

Description

Valken, King of the Storm, is a towering figure wreathed in crackling lightning and surrounded by swirling winds. His very presence heralds tumultuous weather, and his mastery over lightning is feared by all who encounter him. With his enchanted Storm Staff in hand, he commands the powers of the storm, striking down his foes with bolts of lightning and thunderous force. Those who dare to challenge him must weather the tempest of his wrath or face electrifying defeat.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

contestchampaj

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