Medium Humanoid, Neutral Evil
Armor Class 28
Hit Points 162 (1d6)
Speed 30 ft., fly 45 ft.
STR
18 (+4)
DEX
16 (+3)
CON
15 (+2)
INT
26 (+8)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws INT +14, WIS +8
Skills Arcana +13, History +13, Insight +8, Investigation +13
Damage Resistances Poison
Damage Immunities Necrotic, Radiant
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60ft, Passive Perception 10
Languages Abyssal, Common, Deep Speech, Draconic, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Special Equipment. Wulfric wields the Wand of Orcus, Book of Vile Darkness, The Abyssal Grimoire, Abraxas - Bane of Demon Lords, Amulet of Yeenoghu, and wears Adamantine plate armor.  

Amulet of Yeenoghu. Once per turn, if a creature within 20ft of Wulfric dies he can make a melee weapon attack against anything withing range. This does not count towards an action, or reaction.

Arcane Recovery. Wulfric can use the Wizards arcane recovery feature once per Long Rest. 

Sculpt Spells. This feature allows him to chose a number of creatures equal to 1 + the spells level to automatically save on any evocation spells that he casts, allowing them to be unaffected by the spell.

Potent Cantrip. When a creature succeeds a saving throw against his cantrips, the creature still takes half of the cantrips damage but suffers no additional effect from the cantrip.

Empowered Evocation. Wulfric can add his Intelligence modifier to one damage roll of any evocation spell that he casts.

Overchannel. Any 1st-5th level spell that deals damage can be empowered to do maximum damage once per Long Rest. This feature can be used more than once, but he takes 2d12 Necrotic damage for each level of spell immediately after casting it. The damage increases by 1d12 each time it is used. This damage ignores resistance and immunity. 

Spell Mastery. Wulfric has mastered both the Shield, and Hold Person spell. Allowing him to cast them without using a spell slot if he has them prepared. He may change these spells by spending 8 hours studying on one or two other spells.

War Caster. Wulfric has the War Caster feature.

Meta Magic Adept. Wulfric has two sorcery points to use the quickened spell, and twinned spell meta magic features.

Actions

Multiattack. Wulfric makes two attacks using AbraxasThe attacks made with Abraxas use Wulfrics INT modifier. 

Divine Smite. Wulfric is able to empower his attacks using a smite. Whenever he hits a creature using his weapon he may empower the attack with a level 1st-5th level smite.

Abraxas. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: (1d6+10) Piercing damage, (2d6) Acid damage, and (2d8) Slashing damage [Increased to 4d8 against chaotic creatures]. 

Lay on Hands. Action: Oncer per Long Rest, heal 15HP.

Spellcasting. Wulfric is a 20th-level spellcaster. Wulfric's spellcasting ability is Intelligence  (spell save DC 22, +15 to hit with spell attacks). Wulfric can prepare up to 25 spells, and has following Wizard/ Paladin spells prepared:

At Will: Shield (Reaction), Hold Person (Action). THESE SPELLS DO NOT USE A SPELL SLOT.


Cantrips (at will): Eldritch Blast, Fire Bolt, Green-Flame Blade, Mage Hand, Message, Mind Sliver, Ray of Frost, 

1st level (4 slots): Divine Smite (can be used at higher levels), Shield, Cure Wounds, Magic Missile, Silvery Barbs

2nd Level (3 slots):Ray of Enfeeblement, 

3rd level (3 slots): Counterspell, Dispell Magic, Fireball, Haste,

4th level (3 slots): Banishment, Raulothim's Psychic Lance, Sickening Radiance, 

5th level (3 slots):  Dawn, STEEL WIND STRIKE, Geas

6th level (1 slot): TASHA'S OTHERWORLDLY GUISE

7th level (1 slot): 

8th level (1slot):

9th level (2 slots) [One of these 9th level slots can only be used if it is from the Necromancy school of magic]: Wish, Meteor Swarm, [Time Ravage]. 

Wand Spellcasting. The wand has 7 charges. While holding the Wand of Orcus, Wulfric can use an action to expend one or more of its charges to cast on of the following spells (spell save DC 18) from it: Animate Dead (1 charge), Blight (2 charges), Circle of Death (3 charges), Finger of Death (3 charges), Power Word Kill (4 charges), or Speak with Dead (1 charge). The wand regains 1d4+3 expended charges daily at dawn.

Call Undead. While Wulfric is wielding the Wand of Orcus, he can use an action to conjure undead, calling forth as many of them as he can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces withing 300 feet of him that he can see until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once he uses this property of the want he can't use it again until the next dawn.

Book of Vile Darkness. Wulfric can use and cast spells out of the book of Vile Darkness. The book uses his spell save DC (22), and has 7 charges to cast the following spells from it: Darkbolt [+15 to hit] (1 charge), Unliving Weapon (1 charge), Curse of the Putrid Husk (1 charge), Wall of Flesh (2 charges), Death by Thorns (3 charges), Apocalypse Spell (4 charges).

Reactions

Counterspell. Wulfric casts Counterspell. (Requires spell slot).

Shiled. Wulfric casts the Shield spell. (At Will).

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Wulfric is a member of the Abyss Watchers. After the slaying of Orcus, he took over his demonic layer, and took up the mantle of controlling the undead hordes. He bides his time in the Abyss attempting to keep Barracks in check as best he can. Although cruel, and evil he still wishes to defend his fellow Abyss Watchers as best he can. They are his only family, and the only line of defense of stopping Tharizduun from returning. Although he does not show it. He does care deeply for the few that still call him and ally.

Wulfric reaches out to those mortals who seek to uncover vile and horrid knowledge. Those who share their knowledge with Wulfric are rewarded with knowledge in return, this knowledge usually causes the mortal to go mad and begin to hunger even more fore vile lore. Necromancers and powerful mages are all welcomed into his arms. 

Wulfric takes on the appearance of an undead creature, although not being undead himself. He is immortal and does not need to eat, sleep, or breath. He is a dragonborn with a skeletal skull that is wreathed in green flames. His eyes are nothing more than, black, empty sockets only filled with small pinpoints of green light. His adamantine armor has melded with his body and flesh. It takes the appearance of black and silver armor with the breast plate appearing as a ribcage that fits closely to his body. His back is adorned with skeletal wings. He wears multiple necklaces, and under all of them is a very hidden necklace of Bahamut that was gifted to him by fellow Abyss Watcher, and who he considers his friend, Kriv.

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.

Grekqo

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