Medium Undead (Tiefling), Lawful Evil
Armor Class 16 Natural Armor
Hit Points 295 (26d8 + 182)
Speed 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
24 (+7)
INT
24 (+7)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws INT +14, WIS +12, CHA +13
Skills Arcana +15, Deception +13, History +15, Insight +12
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120ft, Passive Perception 15
Languages Abyssal, Common, Draconic, Infernal, Primordial, Sylvan
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

Rejuvenation. If Valthor is destroyed, his body reforms within 10 days at his phylactery unless his phylactery is also destroyed.

Spellcasting. Valthor is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Valthor has following the following Wizard spells prepared:
Cantrips (at will): Chill TouchMage HandMinor Illusion, Ray of Frost
1st level (4 slots): Detect MagicMagic MissileShieldThunderwave
2nd level (3 slots): Misty StepMirror ImageRay of Enfeeblement
3rd level (3 slots): CounterspellDispel MagicFireball
4th level (3 slots): BlightDimension DoorGreater Invisibility
5th level (3 slots): CloudkillDominate PersonWall of Force
6th level (2 slots): Circle of DeathGlobe of Invulnerability
7th level (2 slots): Finger of DeathPlane Shift
8th level (1 slots): Power Word StunSunburst
9th level (1 slots): Power Word KillMeteor Swarm

Actions

Multiattack. Valthor makes two Paralysing Touch attacks.

Paralyzing Touch. Melee Spell Attack: Attack: +15 to hit, range 5 ft., 1 target. Hit: 20 4d6+6 cold damage. The target must succeed on a DC 23 Constitution saving throw or be paralyzed 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 success.

Disrupt Life (Recharge 5-6). , Each living creature within 30 feet of Valthor must make a DC 23 Constitution saving throw, taking 66 12d10  necrotic damage on a failed save, or half as much damage on a successful one.

Reactions

Counterspell. Calthor casts Counterspell at 3rd level or higher.

Legendary Actions

Valthor 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. Valthor regains spent legendary actions at the start of his turn.

Cantrip (Costs 1 Action). Valthor casts a Cantrip.

Paralyzing Touch (Costs 2 Action). Valthor uses his Paralyzing Touch.

Frightening Gaze (Costs 2 Actions). Valthor fixes his gaze on one creature he can see within 10 feet. The target must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Valthor is within line of sight, ending the effect on itself on a success.

Spell (Costs 3 Actions). Valthor casts a spell of 3rd level or lower from his prepared spells.

YtnurpDivad

Comments

Posts Quoted:
Reply
Clear All Quotes