Vaelithra’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
- At Will: Eldritch Blast (necrotic damage), Thaumaturgy, Mage Hand, Detect Magic
- 3/Day: Hold Person, Bestow Curse, Blight
- 1/Day: Finger of Death, Harm, Plane Shift
Spellcasting.
Vaelithra is a 17th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). She has the following sorcerer and warlock spells prepared:
- Cantrips (at will): Sacred Flame, Chill Touch, Toll the Dead, Minor Illusion
- 1st Level (4 slots): Witch Bolt, Command, Shield, Hex
- 2nd Level (3 slots): Mirror Image, Crown of Madness, Hold Person
- 3rd Level (3 slots): Counterspell, Vampiric Touch, Dispel Magic
- 4th Level (3 slots): Greater Invisibility, Phantasmal Killer, Blight
- 5th Level (2 slots): Dominate Person, Cloudkill
- 6th Level (1 slot): Circle of Death
- 7th Level (1 slot): Finger of Death
- 8th Level (1 slot): Power Word Stun
- 9th Level (1 slot): Power Word Kill
- Opening the Fight: Vaelithra will open the fight by attempting to separate the party, using spells like Dominate Person or Hold Person to incapacitate key members.
- Mid-Fight (50% HP): At 50% HP, she begins drawing energy from Melora’s heart to heal herself, forcing the party to choose between damaging her or destroying the heart.
- Final Phase: As the party disrupts the ritual or when Vaelithra reaches 25% HP, she will cast her most devastating spells, like Finger of Death and Power Word Kill, targeting the party’s weakest members.
Phase 1: Divine Corruption
The party encounters Vaelithra in the desecrated temple. She appears regal and confident, mocking the players for their futile attempt to stop her ascension. At the start of the fight, she uses spells like Spirit Guardians and Dominate Person to wear down the party and divide them.
- "You think you can stop me? My dear, sweet sister could not… and she was a goddess. What chance do you mortals have?"
She will strategically use Crown of Madness to force one player to attack their companions, breaking party cohesion.
Phase 2: The Ritual of Ascension
When Vaelithra reaches half health (135 HP), she begins channeling power from Melora’s heart, stored within the corrupted temple. The heart is a radiant, glowing sphere that pulses with divine energy but is being twisted by dark vines. Vaelithra must be interrupted during this phase, or she will regenerate 30 HP per round until she is stopped.
The party must decide whether to focus on Vaelithra or destroy the corrupted heart. Destroying the heart involves bypassing her lair actions and dealing 75 damage to the heart’s tendrils, which then sever its connection to Vaelithra, making her vulnerable again.
Phase 3: Melora’s Vengeance
In the final phase, if the players destroy the corrupted heart, Melora’s essence is released, causing Vaelithra to lose control of her stolen power. However, in her desperation, Vaelithra taps into her full fey powers, transforming into a monstrous, twisted fey-entity—a form reflecting her pact with the dark powers of the Feywild. Her appearance becomes even more nightmarish, her voice echoing with desperation and rage.
Vaelithra’s attacks become more vicious, dealing extra necrotic damage as her form disintegrates, but her resistance weakens. Her lair actions become more chaotic, and the temple begins to collapse around her.
Conclusion:
When Vaelithra is finally defeated, the temple begins to crumble as the last remnants of her corruption are wiped away.
LOOT - Melora’s Heart: If purified, this artifact can be used to grant blessings from Melora, restoring balance to the land and allowing the players to channel divine power for a short time.
N/A
- Shadow Slip: When a creature targets Vaelithra with an attack, she can use her reaction to teleport up to 10 feet and impose disadvantage on the attack.
Vaelithra can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Vaelithra regains spent legendary actions at the start of her turn.
- Fey Step (1 Action): Vaelithra can teleport up to 30 feet to a space she can see.
- Dark Whispers (1 Action): Vaelithra forces one enemy within 60 feet to make a DC 21 Wisdom saving throw. On a failed save, they take 2d10 psychic damage and have disadvantage on their next attack roll.
- Drain Life (2 Actions): Vaelithra targets one creature within 30 feet. The creature must succeed on a DC 21 Constitution saving throw or take 4d6 necrotic damage. Vaelithra regains hit points equal to the necrotic damage dealt.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
- Vengeful and Manipulative: Vaelithra’s hatred of Melora and jealousy over her former domain fuel her every action. She views herself as the rightful heir to Melora’s power and will stop at nothing to finish her conquest.
- Ruthlessly Ambitious: Vaelithra sees herself as the true queen of nature and believes that only through domination and fear can nature survive. She detests mortals who cling to Melora’s teachings of balance and respect.
- Divine Arrogance: Her growing power and control over the land have filled her with a god-like ego. She toys with her enemies, believing they are beneath her, mere pests to be crushed.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Vaelithra can take a lair action to cause one of the following effects:
- Grasping Vines: Vaelithra causes vines to erupt from the ground in a 20-foot radius, creating difficult terrain. Each creature in the area must succeed on a DC 19 Dexterity saving throw or be restrained until the vines are destroyed or the creature uses an action to escape.
- Corrupting Fog: Vaelithra creates a 30-foot radius of dense, magical fog. Each creature that starts its turn in the fog must make a DC 19 Constitution saving throw, taking 3d8 poison damage on a failed save.
- Melora’s Torment: Vaelithra calls on the lingering spirit of Melora. Each creature of her choice within 60 feet must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Corruption of the Wild (Regional Effects)
The region around Vaelithra's lair is warped by her dark influence, causing the following effects:
- Twisted Flora and Fauna: Plants within 6 miles of the lair grow twisted and withered, and animals become hostile and aggressive.
- Mourning Winds: The wind carries whispers of despair within 6 miles of the lair, causing creatures to hear unsettling voices that sap their resolve. Creatures who sleep in this area must succeed on a DC 15 Wisdom saving throw or gain no benefit from their rest.
- Vengeful Earth: The land within 3 miles of Vaelithra's lair seems to resist movement, causing non-hostile creatures to move at half speed unless they succeed on a DC 15 Strength check.
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