Medium Celestial, Chaotic Evil
AC 21 Blackened Plate, unmaking wards    Initiative +7 (17)
HP 390 (30d8 + 240)
Speed 40 ft.
Mod Save
STR 22 +6 +13
DEX 18 +4 +4
CON 26 +8 +15
Mod Save
INT 20 +5 +12
WIS 18 +4 +11
CHA 26 +8 +15
Skills Arcana +12, Deception +15, Insight +11, Intimidation +15, Perception +11
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Psychic; Charmed, Frightened, Poisoned
Senses Truesight 120ft; Passive Perception 21
Languages None
CR 22 (XP 41,000; PB +7)
Traits

 

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

Unmaking Presence. Any creature that starts its turn within 10 feet of Vaerazuun must succeed on a DC 20 Wisdom saving throw or be frightened until the start of its next turn. If the saving throw fails by 5 or more, the target also takes 21 (6d6) psychic damage.

Arcane Nullification. When Vaerazuun is targeted by a spell of 6th level or lower, he can use his reaction to force the caster to make a DC 20 ability check using their spellcasting modifier. On a failure, the spell fizzles and has no effect.

Actions

Multiattack. Vaerazuun makes three attacks with Nullfang.

Nullfang (Greatsword). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 6) slashing damage plus 18 (4d8) necrotic damage. If the target is concentrating on a spell, they must make a DC 20 Constitution saving throw or lose concentration.

Hollow Rend (Recharge 5–6). Vaerazuun targets one creature within 30 feet that he can see. The creature must succeed on a DC 20 Charisma saving throw or have one spell, magical effect, or memory (DM’s choice) erased. The erasure lasts until the creature finishes a long rest or is affected by greater restoration, wish, or similar magic.

Eclipse Step. Vaerazuun magically teleports up to 60 feet to an unoccupied space he can see. Until the start of his next turn, the space he left becomes an area of magical darkness (as per the darkness spell).

Bonus Actions

Tear the Veil (Recharge 4–6). Vaerazuun rips open a fracture in reality within 15 feet. All creatures within 10 feet of the tear must succeed on a DC 20 Strength saving throw or be pulled 10 feet toward it and take 18 (4d8) force damage. The tear closes at the start of his next turn.

Dark Renewal (1/Day). Vaerazuun absorbs residual energy from the unmade, regaining 30 hit points and ending one condition affecting him.

Reactions

Parry. Vaerazuun adds +4 to his AC against one melee attack that would hit him.

Fractured Counter. When a creature within 10 feet of Vaerazuun misses him with an attack, he may immediately attempt to erase a fragment of their power. The target must succeed on a DC 20 Intelligence saving throw or lose one attack from their next multiattack or have one spell slot (highest available) erased until they finish a short or long rest.

Legendary Actions

Attack. Vaerazuun makes one attack with Nullfang.

Unmake the Self (Costs 2 Actions). Vaerazuun targets one creature he can see within 30 feet. The target must succeed on a DC 20 Constitution saving throw or take 27 (6d8) necrotic damage and have their Strength, Dexterity, or Constitution (Vaerazuun’s choice) reduced by 2d4 until they finish a long rest. This cannot reduce an ability score below 1.

Collapse Reality (Costs 3 Actions, Self-Damaging). Vaerazuun forces the space within 20 feet of him to partially unravel. All creatures (including Vaerazuun) must make a DC 20 Constitution saving throw, taking 45 (10d8) force damage and being knocked prone on a failed save, or half as much damage on a success. Vaerazuun takes the full damage from this ability, ignoring resistance or immunity, as reality snaps back on him.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Vaerazuun, the Hollow End

Formerly Vaelion, Devotee of Elyndor

Appearance (Mortal Form)

Vaerazuun stands tall and imposing, his frame lean but wrapped in a presence that feels both magnetic and suffocating. His once-radiant aasimar glow has withered to a cold, ashen pallor. His eyes are now endless voids, swirling with faint streaks of deep crimson light, giving the sense that they draw in more than they reflect. His hair, once golden, is now pitch black with faint silver strands, like threads of starlight caught in ink. His clothing blends elegance with intimidation—a long, high-collared coat of black and crimson layered over dark armor, etched with unholy sigils. Every motion is deliberate, calculated, as though he’s always three steps ahead of anyone in the room. His voice is calm, smooth, and unyieldingly confident, carrying the weight of a man who knows the outcome of the conversation before it begins.

Backstory

Vaerazuun was once known as Vaelion, a devoted servant of Elyndor, the Blooming Light—a radiant god of life and nature. His faith was unwavering, his work tireless in the service of preservation and compassion. But tragedy struck early in his life, shattering his certainty in divine benevolence. When the calamity came, Vaelion sought answers from Orinhal himself, hoping for understanding or salvation. Instead, he was turned away. Elyndor’s inaction during that time cemented his sense of betrayal.

Desperate, embittered, and adrift, he searched for meaning beyond the sanctioned pantheon. That search led him to whispers of the forgotten and forbidden. His quest ended when he stood before Nul’Zir, the Unmaker, the anti-god born of the fracture. What Nul’Zir offered was not hope—but purpose: the end of all things. Vaelion accepted, and in doing so shed his old name, becoming Vaerazuun, the Hollow End.

Over the centuries, he became a master manipulator, working in shadows, pulling the strings of nations, factions, and individuals alike. He is a figurehead across multiple organizations in Zeythar, though never openly—his true identity is buried beneath layers of aliases, agents, and proxies.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Dante_stringesword

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