Medium Fiend (Fiend), Neutral Evil
Armor Class 16 (Natural Armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft., Climb 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
12 (+1)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws WIS +9, CHA +7
Skills Nature +8, Perception +8, Stealth +5
Damage Resistances Cold, Fire, Poison
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120, Passive Perception 18
Languages Abyssal Druidic plus any two languages
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Fiendish Vitality:
Vaelkir regains 10 hit points at the start of its turn if it has at least 1 hit point.

Magic Resistance:
Vaelkir has advantage on saving throws against spells and magical effects.

Corrupted Nature:
Vaelkir’s presence corrupts the land around it. Non-fiend creatures within 30 feet have disadvantage on Wisdom (Survival) and Intelligence (Nature) checks.

Shapechanger:
Vaelkir can use its action to transform into a large, fiendish tree or back into its true form. While in its tree form:

  • Its movement speed becomes 0.
  • It gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • It can’t take actions other than casting spells.

Vaelkir is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:

  • Cantrips (at will): Druidcraft, Thorn Whip, Produce Flame
  • 1st Level (4 slots): Entangle, Faerie Fire, Thunderwave
  • 2nd Level (3 slots): Barkskin, Moonbeam
  • 3rd Level (3 slots): Call Lightning, Plant Growth
  • 4th Level (3 slots): Blight, Wall of Fire
  • 5th Level (2 slots): Insect Plague
Actions

Multiattack:
Vaelkir makes two attacks with its claws or uses its Fiendish Strike and casts a spell.

Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) slashing damage.

Fiendish Strike (Recharge 5-6):
Vaelkir channels fiendish energy into a strike, forcing a target within 10 feet to make a DC 16 Dexterity saving throw. On a failed save, the target takes 27 (6d8) fire or poison damage (Vaelkir’s choice). On a success, the target takes half damage.

Nature’s Retribution (Recharge 5-6):
Vaelkir summons vines and roots infused with infernal energy. Each creature within 20 feet must succeed on a DC 16 Strength saving throw or be restrained for 1 minute. Restrained creatures take 9 (2d8) poison damage at the start of their turns. A restrained creature can use its action to make a Strength (Athletics) check against the DC to escape.

Reactions

Wrathful Counter:
When Vaelkir takes damage from a ranged attack, it can summon a vine to lash out at the attacker. The creature must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) piercing damage and be pulled 10 feet closer to Vaelkir.

Legendary Actions

Vaelkir can take up to 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.

  • Vine Snap (Costs 1 Action): A creature within 30 feet must succeed on a DC 16 Strength saving throw or be knocked prone.
  • Infernal Flames (Costs 2 Actions): Vaelkir creates a burst of flames in a 10-foot radius centered on a point it can see within 60 feet. Each creature in that area takes 14 (4d6) fire damage.
  • Fiendish Renewal (Costs 3 Actions): Vaelkir regains 20 hit points.

Description

Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.

Monster Tags: NPC

Habitat: ForestGrasslandHillMountainSwamp

Madmartigen

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