Medium Fey (Spirit), Chaotic Evil
Armor Class 17 natural armor
Hit Points 175 (27d8 + 54)
Speed 40 ft.
STR
11 (+0)
DEX
24 (+7)
CON
14 (+2)
INT
20 (+5)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws DEX +12, INT +10, WIS +9, CHA +10
Skills Deception +14, History +9, Insight +14, Perception +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 60 ft., Passive Perception 19
Languages Common, Sylvan, Telepathy 120 ft.
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Aura of Overwhelming Dread. Adoranz radiates dazzling and mollifying magic tainted with decay. Each creature of Adoranz's choice that starts its turn within 5 feet of him must succeed on a DC 18 Wisdom saving throw or have the frightened condition until the start of its next turn. While frightened, the creature also has the incapacitated condition.

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

Magic Resistance. Adoranz has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Adoranz Grove makes two Tainted Fae Blade attacks. It can replace one of these attacks with Stunning Malice if available.

Tainted Fae Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (2d8 + 5) force damage plus (2d8) necrotic damage.

Stunning Malice (Recharge 5–6). Adoranz unleashes a string of magical words. Each creature of Adoranz Grove's choice within 30 feet of himself must succeed on a DC 18 Wisdom saving throw or have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting. Adoranz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):

At will: detect magic, prestidigitation, suggestion

1/day each: major image, phantasmal killer

Reactions

Adoranz can take up to three reactions per round but only one per turn.

Ephemeral Step. Immediately after taking damage, Adoranz magically has the invisible condition and teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see within 30 feet of himself. The invisibility lasts until the end of his next turn.

Jeer. When a creature misses Adoranz with an attack roll, Adoranz magically mocks the creature, dealing 7 (2d6) psychic damage to the attacker.

Legendary Actions

3/Day Flesh to Ash - Adoranz speaks to the world itself and wills a change in a single creature he can see within 60 feet of himself. The creature must succeed on a DC 16 Wisdom saving throw. On a fail, the creature's movement speed becomes zero as their legs become rooted to the spot. On the next turn, the same creature must repeat the save, now a DC 17 Wisdom Saving throw. On a fail, the creature is considered incapacitated and cannot take actions or reactions. On the third turn, the creature must now make a DC 18 Wisdom saving throw. On a fail, the creature finishes their transformation and becomes an Ashen Elm tree. Any one success will end the effects of this spell. Once turned to an Ashen Elm, a creature may only be transformed back to normal via a Wish spell or Greater Restoration. 

 

Description

High fae nobles regard themselves as the natural and obvious superiors of all realms. The vast and unfathomable powers of those that can alter the reality of their situation on a whim cannot comprehend the lives of those so closely tied to their fates. This was no different of Adoranz Grove. Once the proud head of a Fae Court, he now has carved a new court for himself in the mortal realm after his banishment from the Faerie Lands.

High fae nobles use their illusions and innate magic to impress their peers and express their capricious natures. Adoranz, has fallen. Now, he makes light of the very Fae Laws he used to uphold. Lying, manipulation, and outright hostility and rudeness now dominate his being, and his magic has twisted to match this new law. He has coerced a group of mortals to become his unwitting force in the world.


High Fae

Ageless and inhuman, high fae are the oldest creatures in many known realms, embodying the natural splendor and danger of the untamed wilderness. High fae have no regard for mortal values of honor and law, but they nonetheless operate under inviolable rules of their own: gifts must always be repaid, promises must be honored, and outright lies must never be spoken (though misdirection and riddles are always welcome). To amuse themselves over the long centuries of their lives, high fae frequently engage in deceptions and other complex games of wits against one another.

Most high fae remain secluded deep within the wilds of The Fae Wilds. They draw power from the fonts of natural magic found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.

Lair and Lair Actions

Ashen Elm Grove - Adoranz resides in a macabre nest of his own creation. Using the Ashen Elm trees he fuels and maintains his power. He has constructed a blackened grove in the middle of Thistlestrain Forest. This grove allows him to move freely as he wants within and also to use the grove itself to regain vitality.

Soul Tap (Recharge 4–6). After taking an Ephemeral Step, as long as Adoranz is within 5ft of an Ashen Elm tree, he may take this opportunity to consume the sap of the tree, draining 4d6 HP from it, and adding that HP to his own. Note, that each tree has as much HP as the creature that was used to form it.

Habitat: Forest

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