Medium Undead (Angel), Chaotic Evil
AC 20    Initiative +17 (27)
HP 315 (42d8 + 126)
Speed 30 ft.
Mod Save
STR 11 +0 +0
DEX 16 +3 +10
CON 16 +3 +10
Mod Save
INT 21 +5 +12
WIS 14 +2 +9
CHA 16 +3 +3
Skills Arcana +19, History +12, Insight +9, Perception +9
Resistances Cold, Lightning
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages All
CR 21 (XP 33,000, or 41,000 in lair; PB +7)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If Veymar fails a saving throw, he can choose to succeed instead.

Spirit Jar. If destroyed, Veymar reforms in 1d10 days if he has a spirit jar, reviving with all his Hit Points. The new body appears in an unoccupied space within Veymar's lair.

Actions

Multiattack. Veymar makes three attacks, using Eldritch Burst or Paralyzing Touch in any combination.

Eldritch Burst. Melee or Ranged Attack Roll: +12, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5) Force damage.

Paralyzing Touch. Melee Attack Roll: +12, reach 5 ft. Hit: 15 (3d6 + 5) Cold damage, and the target has the Paralyzed condition until the start of Veymar next turn.

Spellcasting. Veymar casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):

At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 5 version), Invisibility, Lightning Bolt (level 5 version), Mage Hand, Prestidigitation
2/Day Each: Animate Dead, Dimension Door, Plane Shift
1/Day Each: Chain Lightning, Finger of Death, Power Word Kill, Scrying

Reactions

Protective Magic. Veymar casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Veymar can expend a use to take one of the following actions. Veymar regains all expended uses at the start of each of his turns.

Deathly Teleport. Veymar teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 11 (2d10) Necrotic damage.

Disrupt Life. Constitution Saving Throw: DC 20, each creature that isn’t an Undead in a 20-foot Emanation originating from Veymar. Failure: 31 (9d6) Necrotic damage. Success: Half damage. Failure or Success: Veymar can’t take this action again until the start of his next turn.

Frightening Gaze. Veymar casts Fear, using the same spellcasting ability as Spellcasting. Veymar can’t take this action again until the start of his next turn.

Lair and Lair Actions

Veymar's Lair

Liches create secluded libraries of magical lore and arcane laboratories hidden within extraplanar bastions, fortresses with cursed reputations, or other such deadly sanctuaries.

The region containing a lich’s lair is warped by its presence, creating the following effects:

All-Seeing. While in his lair, Veymar can cast Clairvoyance, requiring no spell components and using the same spellcasting ability as his Spellcasting action.

Inevitable Siphon. Whenever a Humanoid dies within 1 mile of the lair, its soul is immediately consumed by Veymar. A Humanoid whose soul is consumed in this way can be brought back to life only by a True Resurrection or Wish spell.

If Veymar is destroyed or moves his lair elsewhere, these effects end immediately. These effects resume if Veymar gains a new body (see his Spirit Jar trait).

Previous Versions

Name Date Modified Views Adds Version Actions
3/27/2025 2:26:35 AM
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