Medium Fiend (Human, Warlock)
AC 21 Eldritch Carapace    Initiative +15 (25)
HP 315 (30d8 + 180)
Speed 40 ft., Fly 30 ft.
Mod Save
STR 14 +2 +2
DEX 18 +4 +4
CON 22 +6 +12
Mod Save
INT 16 +3 +3
WIS 18 +4 +10
CHA 24 +7 +13
Resistances Cold, Necrotic, Psychic
Immunities Poison; Charmed, Frightened, Poisoned
Senses Truesight 60 ft.; Passive Perception 14
Languages Common, Deep Speech, Infernal, Telepathy 120 ft
CR 17 (XP 18,000; PB +6)
Traits

Fanir’s Suffering. (Recharge 5–6) 30 ft. radius; Make a DC 18 Con save. 35 (6d10) [Psychic] damage poisoned for 1 minute on a failed save or half damage and no poison on a successful save.

Pact of Fanir’s Gift. (1/short rest) 60 ft.; Make a DC 18 Cha save or take 35 (6d10) [Psychic] damage and be slowed/frightened (1 min).

Fanir’s Curse. (Bonus, 1/target/short rest) +1d10 necrotic vs. target, disadvantage on saves, heal 30 HP on death.

 

Actions

Multi Attack. 2 Eldritch Sword attacks (3 in Mythic Form).

Eldritch Sword. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 20 (3d10 + 6) [Slashing] damage + 11 (2d10) [Necrotic] damage. Make a DC 18 Con save or be poisoned for 1 minute.

Eldritch Blast. Ranged Spell Attack 3 blasts: +11 to hit, range 300 ft., 1 target. Hit: 11 (2d10) [Force] damage + 3 (1d6) [Necrotic] damage. Make a DC 18 Con save or have disadvantage on next save. 

Eldritch Blast. Reality Shred (Mythic Form). Ranged Spell Attack 4 blasts: +11 to hit, range 300 ft., 1 target. Hit: 15 (3d10) [Force] damage + 6 (2d6) [Necrotic] damage. Make a DC 18 Con save or become blind. Multiple hits/failed saves results in -1 AC. The AC loss can stack and requires a DC 18 CON save at the end of the players turn to revert

Bonus Actions

Forbidden Word. 60 ft.; DC 18 Wis save or be stunned (1 turn).

Reactions

Pact of the Chain: Shade Familiar. Advantage on concentration; 1/day counter spell (reaction, +8).

Legendary Actions

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

Eldritch Lash (Costs 1 Actions). DC 18 Dex save or 23 (4d10) [Force] damage and be pulled 10 ft. towards Vaeril.

Eyes of Fanir (Costs 2 Actions). DC 18 Wis save or be frightened for 1 minute and concentration checks are made at disadvantage. On a save target is frightened until end of their next turn. 

Hollow Echo (Costs 3 Actions). Reuse on Pact feature used this round.  

Mythic Actions

Avatar of Fanir. Use 1 Mythic Action per turn. 

When reduced to 0 HP for the first time, Vaeril undergoes a grotesque transformation. His body warps further, his jaw splits open, and shadows coil around him like armor. He gains the following:

  • Regain 100 HP

  • Armor Class increases to 23 (Eldritch Carapace)

  • Multiattack Upgrade: Vaeril can make three Eldritch Sword attacks or replace one sword attack with Eldritch Blast

  • Resistance to radiant and force damage

Reality Fracture (Costs 1 Actions). A 20-ft. sphere within 90 ft. becomes warped and twisted making difficult terrain. Enemies inside take 17 (3d10) [Psychic] damage at the start of their turns and must make a DC 18 Int save or be silenced for 1 round.

Hollow Puppeteer (Costs 1 Actions). Choose one poisoned or frightened creature. They must succeed on a DC 18 Charisma saving throw or use their reaction to make a weapon attack against a target of Vaeril’s choice.

False Miracle (Costs 1 Actions). Vaeril feigns a divine ascension, all creatures within 60 ft. must make a DC 18 Con save or be blinded for 1 round. All blinded creatures also take 23 (4d10) [Radiant] (twisted) damage.

Description

Once known as Vaeril the Enlightened, this silver-tongued prophet dazzled courts and congregations alike with radiant speeches and masterful swordplay. Clad in pristine robes and speaking in poetic riddles, he claimed to be chosen by a divine source, a voice from beyond that whispered truths no mortal dared comprehend. In truth, the voice belonged to Fanir, the Hollow Flame—an eldritch patron of deceit, decay, and delusion.

Vaeril’s charisma and blade served as a mask. Beneath the surface, his soul was tethered to a void of unmaking. The "miracles" he performed, the "visions" he bestowed—all were borrowed power from a being beyond comprehension. Yet none knew. Not even his closest followers. Not even his enemies.

In battle, Vaeril reveals his strength as a hybrid of bardic grace and warlock dread. He weaves both blade and blast into a dance of terror, hexing foes with psychic poison and unraveling sanity with each whispered secret.


The Avatar of Fanir

When brought to the brink of death, Vaeril unleashes his final pact. In his last breath, he calls out:

“Fanir! You promised me power! In my dying breath—grant me that promise!”

His body twists. His jaw splits open into an alien maw. Flesh burns away, replaced by gleaming black chitin veined with ghostfire. Eyes weep shadow. A halo of warped flame hovers above him—not warm, but cold with cosmic malice.

As the Avatar of Fanir, he becomes a vessel of blasphemous revelation, casting spells from impossible distances, breaking the minds of his enemies, and warping the battlefield around him. His eldritch blasts no longer simply damage—they blind, corrode, and destabilize. His sword is no longer steel, but an extension of an ancient will.

To face Vaeril in this form is to confront not just a villain, but a question:
What truth would you trade your soul to know?

"Fanir's blessing does not die with me... it is reborn!"

Edhelrom

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