Medium Fey, Any Evil Alignment
Armor Class 18 Light Armor, Medium Armor, Heavy Armor, Shields
Hit Points 140 (6d6 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
13 (+1)
CON
13 (+1)
INT
20 (+5)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +5, DEX +5
Senses Passive Perception 20
Languages Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Orc, Telepathy 60 ft, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 

Channel Divinity (Special)

You can channel divine energy to fuel magical effects a number of times per short rest.

Channel Divinity: Guided Strike (Special)

When you make an attack roll, you can use Channel Divinity to gain a +10 bonus to the roll after the roll but before knowing the result.

Dreadful Strikes (Special)

When you hit a creature with a weapon, you can deal an extra 1d6 psychic damage to the target, which can take this extra damage only once per turn.

Fey Reinforcements (Special)

Whenever you start casting the Summon Fey spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Hide in Plain Sight (1 Minute)

You can spend 1 minute creating camouflage for yourself from naturally occurring materials. Once you are camouflaged, you can try to hide by pressing yourself up against a solid surface to gain a +10 bonus to Stealth checks as long as you remain there without moving or taking actions.

Misty Wanderer (Special)

You can cast misty step without expending a spell slot. You can do so 4 times, and you regain all expended uses when you finish a long rest.  In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 ft. of you. That creature teleports to an unoccupied space of your choice within 5 ft. of your destination space.

Legendary Resistance (3/Day). 

If Vom fails a saving throw, it can choose to succeed instead.

Spellcasting. Vom is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Vom has the following ranger/cleric spells prepared:

Cantrips (at will): guidance, light, sacred flame, thaumaturgy

1st level (4 slots): bane, charm person, cure wounds, detect magic, divine favor, guiding bolt, hail of thorns, hunter's mark, inflict wounds, jump, longstrider, sanctuary, shield of faith

2nd level (3 slots): calm emotions, detect thoughts, hold person, lesser restoration, magic weapon, misty step, pass without a trace, spiritual weapon

3rd level (3 slots): dispel magic, summon fey

4th level (3 slots): dimension door, grasping vine, summon elemental

5th level (2 slots): 

6th level (1 slot):

Actions
Multiattack. Vom makes two shortsword attacks. 
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 1d6+1 piercing damage.
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one creature. Hit: 1d8+1 piercing damage.
Actions in Combat
AttackCast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object
 
Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 18). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Primeval Awareness

As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.

Shapechange

As an action, you can change your appearance and voice. You determine the specifics, including your coloration, hair length, sex, height, weight, and can change your size between Medium and Small. You can look like another race, though none of your game statistics change.

You can’t duplicate the appearance of an individual you’ve never seen, and your form must have the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.

You stay in the new form until you use an action to revert or until you die.

Unarmed Strike

You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier.

Vanish

You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

War Priest

When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 4 times per long rest. 

Bonus Actions
Vanish

You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

War Priest

When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 4 times per long rest.

Reactions
Attack                                                                             Range                   Hit/DC          Damage
Beguiling Twist                                               120 ft.              18 Wis       - - -
Beguiling Twist

Whenever you or a creature you can see within 120 ft. of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 ft. of you to make a WIS saving throw (DC:18). If the save fails, the target is charmed or frightened by you (your choice) 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 successful save.

Legendary Actions

Vom 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. Vom regains spent legendary actions at the start of her turn.

Move. Vom moves up to her speed without provoking opportunity attacks.

Teleport (Costs 2 Actions). Vom magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Vanishing Escape (Costs 3 Actions). The queen creates a sudden distraction, such as a cloud of disorienting smoke or flash of dazzling light, filling a 10-foot cube within 5 feet of the queen. Each creature of the queen’s choice in that area takes 9 (2d8) psychic damage, and the queen has the invisible condition. This invisibility lasts until the end of the queen’s next turn.

 

Description

Presenting herself as Queen Aelwen Carew, Vom was born on the Radiant Citadel.  A changling by nature, someone set her up to rule over the elven Holy State of Elandorr.  What this mysterious benefactor gets from this bargain is yet to be determined.

Monster Tags: humanoidfeyFey Lords and Ladies

CelestiaJolan

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