Medium Humanoid, Lawful Evil
AC 17 Mage Armor, Shadow Veil    Initiative +3 (13)
HP 178 (21d8 + 84)
Speed 30 ft.
Mod Save
STR 10 +0 +0
DEX 16 +3 +8
CON 18 +4 +9
Mod Save
INT 14 +2 +2
WIS 16 +3 +3
CHA 22 +6 +11
Resistances Fire, Necrotic, Psychic
Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 13
Languages Abyssal, Celestial, Common, Infernal, Deep Speech, Telepathy 60 ft.
CR 14 (XP 11,500; PB +5)
Traits

Sorcerous Orgin: Shadow Magic.

Vlif draws power from the Shadowfell, granting the following abilities:

  • Strength of the Grave (1/long rest): When reduced to 0 HP, make a Charisma saving throw (DC 5 + damage taken). On success, drop to 1 HP instead.
  • Eyes of the Dark: Can see normally in darkness, both magical and nonmagical, to 120 feet.

Murmuring Shroud: While in dim light or darkness, Vlif can cast Suggestion (save DC 18) at will, once per creature per day. The target hears only a whisper in their mind.

Spellcasting. Vlif is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Vlif has following sorcerer spells prepared:
Cantrips (at will): Minor Illusion, Prestidigitation, Toll the Dead, Mage Hand, Chill Touch, Shadow Blade
1st (4 slots): Mage Armor, Shield, Disguise Self
2nd (3 slots): Mirror Image, Hold Person
3rd (3 slots): Counterspell, Fear
4th (3 slots): Greater Invisibility, Phantasmal Killer
5th (2 slots): Wall of Force, Dominate Person
6th (1 slot): Eyebite
7th (1 slot): Finger of Death
8th (1 slot): Shadow of Moil

Actions

Crowform (1/day). As an action, Vlif bursts into a swarm of spectral crows and teleports up to 120 feet to an unoccupied space he can see. Until the start of his next turn, he is insubstantial—immune to all non-magical damage and can move through creatures and objects as if they were difficult terrain.

Shadow Reaper. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 3) piercing damage.

 

Bonus Actions

Shadow Jaunt (3/day). Teleport up to 30 feet to a space of dim light or darkness he can see. The destination briefly flares with shadowy feathers.

Shadow veil (Recharge 5-6).  As a bonus action, Vlif surrounds himself with dim, warping shadows for 1 minute:

  • Becomes lightly obscured.
  • Gains resistance to all damage except radiant and force.
  • Any creature that starts its turn within 5 feet must succeed on a DC 18 Wisdom saving throw or be frightened until the end of their next turn.
Legendary Actions

Vlif 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.

Whisper in the Dark (Costs 1 Action).Force one creature Vlif can see within 60 feet to make a DC 18 Wisdom save or be unable to speak or cast verbal spells until the end of its next turn.

Command the Forgotten (Costs 1 Action). Animate a shadow (as per Shadow stat block with +3 to attack) from a corpse or shadow within 30 feet. The shadow acts on Vlif’s next turn.

Fade to Black (Costs 2 Actions). Vlif moves up to half his speed without provoking opportunity attacks and becomes invisible until the start of his next turn if he ends this movement in dim light or darkness.

Description

Vlif Drafon was a tiefling child taken by the Order of Binding Light and subjected to years of brutal torture under the guise of purification. Scarred, disfigured, and filled with hate, he escaped the Monastery of White Stone by unleashing forbidden shadow magic that annihilated his captors. He fled into obscurity, hiding deep beneath the earth where he slowly rebuilt himself, embracing darkness and control over pain. There, within a forgotten ruin, he carved out a hidden study he calls the Crowsanctum—a place of secrets, shadow, and slow-burning vengeance. Now known only as The Crow, Vlif is a cold, calculating force of evil who manipulates, corrupts, and kills to reshape the world in his own twisted image.

Lair and Lair Actions

Lair Actions (if in his sanctum):

On initiative count 20, The Crow can use one of the following:

  • Haunting Silence: All sounds within 120 feet are muffled for 1 minute. Casting spells with verbal components requires a DC 15 constitution check.

  • Echoed Footsteps: Shadows manifest phantom doubles of enemies. Enemies must succeed on a DC 18 Wisdom saving throw or be flanked by their own illusions (granting advantage on attacks against them until the end of their next turn).

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