Huge Celestial, Chaotic Evil
AC 22 Divine Armor    Initiative +10 (20)
HP 666 (10d20)
Speed 60 ft., Walk 30 ft.
Mod Save
STR 20 +5 +14
DEX 16 +3 +3
CON 20 +5 +14
Mod Save
INT 18 +4 +4
WIS 20 +5 +5
CHA 12 +1 +1
Vulnerabilities Radiant
Immunities Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Frightened, Grappled, Prone, Restrained
Gear Armor of the Void, Nurumacil (Sword)
Senses Truesight 180 ft.; Passive Perception 20
Languages Abyssal, Deep Speech, Godstongue, Infernal, Void Speech
CR 30 (XP 155,000; PB +9)
Traits

Devil's Sight. Magical Darkness does not impede Vulmar's vision.

Unusual Nature. Vulmar doesn't require air, food, drink, or sleep.

Death Gaze. When a creature that can see Vulmar's eyes starts its turn within 30 feet of him, Vulmar can force the creature to make a DC 18 CON Saving Throw if Vulmar isn't incapacitated and can see the creature. On failure, the creature takes (3d10) Psychic damage, on failure of more than 5, the creature takes (5d10) Psychic damage.

Living Shadow. If damage reduces Vulmar to 0 Hit Points, he must make a CON Saving Throw against a DC of (5 + Amount of Damage Taken). On a success, Vulmar is restored to 10 Hit Points.

Innate Spellcasting. Vulmar is a 10th-level Spellcaster. His Spellcasting Ability is [WIS 20] (Spell Save DC of 18 , +10 to hit with spell attacks). Vulmar has following spells prepared:

10th Level (3 slots): Invulnerability, Storm of Vengeance, Counterspell

Actions

Multi-Attack. Vulmar makes three Blade of Darkness Attacks.

Blade of Darkness. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: (6d6 + 6) Slashing damage, plus (4d4+4) Necrotic Damage.

Shadow Arrow. Ranged Weapon Attack: Vulmar makes a Shadow Bow appear in his hand with a Shadow Arrow nocked. +10 to hit, range 180/360 ft., 1 target. Hit: (8d6) Piercing damage, plus (2d4) Necrotic Damage.

Bonus Actions

Regeneration. Once every 6 turns, Vulmar can use a Bonus Action to regenerate 15 HP.

Reactions

Infernal Parry. If Vulmar is attacked by a melee weapon attack, he can choose to add 1d6 to his AC.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Resistance (5/Day). If Vulmar fails a saving throw, he can choose to succeed instead.

Shadow Teleport (3/Day). Vulmar can choose to spend an Action to Teleport to any location within 500 feet. Upon arrival, he sends a shockwave out 30 feet in every direction, causing (2d12) Force Damage and all affected creatures must make a DC 16 CON Saving Throw, on failure, the creature is knocked prone.

Mythic Actions

Shar's Blessing (1/Week). Once a week, if Vulmar is reduced to 0 Hit Points, he can use the Blessing of Shar to return his essence back to the bottom of The Abyss, where he is in stasis unless The Ritual of Shadow is fully completed. If all three of the Shards of Ao are activated on the Plains of Helcarax, this Action is nullified.

Description

Vulmar, the Wicked, the Haunting Shadow, cloaked himself in absolute darkness. Vulmar was heavily aligned with Shar. They both felt that the void into which they were created was the creation itself, and that the cold emptiness of it was pure and divine. As opposed to the other High Gods, Vulmar was the one most obsessed with creating a universe that he could control. He saw Arda as a gift from Ao, a gift that came with a responsibility to create and subsequently rule their creation. Vulmar wanted power and worship from lesser beings. He saw the Light of Ilúvatar and any who took comfort in it as weak, useless, and a waste of creation.

Habitat: Planar (Abyss)Planar (Elemental Chaos)

Vathelas

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