Armor Class 24 (plate of the undying king)
Hit Points 620 (40d12 + 360)
Speed 40 ft., Fly 40 ft.
STR
26 (+8)
DEX
16 (+3)
CON
28 (+9)
INT
22 (+6)
WIS
24 (+7)
CHA
30 (+10)
Saving Throws STR +17, CON +18, WIS +16, CHA +19
Skills Arcana +13, Insight +14, Intimidation +17, Persuasion +17
Damage Resistances All damage but Force, Radiant, and Psychic
Damage Immunities Necrotic, Poison
Senses Truesight 240ft, Passive Perception 25
Languages All, Telepathy 500ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Mythic Nature.
When Vhal'Dran is reduced to 0 HP, he regains 400 HP, sheds his armor, and becomes a winged, shadow-wreathed death avatar. This form lasts until destroyed, granting him an extra turn at initiative +10 each round.

Lord of the Vampire Dragon.
As an action, Vhal'Dran can mentally command the Ancient Vampire Lord Dragon within 5 miles, granting it an immediate legendary action or breath weapon recharge.

Aura of Absolute Dominion.
Undead of Vhal'Dran’s choice within 240 ft. gain immunity to being turned, +3 AC, and +3 to saving throws. Living creatures in the aura make all saving throws at disadvantage.

Necrotic Regeneration.
Regains 40 HP at the start of his turn if he has at least 1 HP and isn’t in sunlight or under running water.

Legendary Spellcasting. (20th-level caster, Charisma DC 25, +17 to hit)

  • At Will: counterspell, finger of death, dominate monster, telekinesis

  • 3/day: mass suggestion, disintegrate, sunlight suppression (custom spell), meteor swarm (necrotic)

  • 1/day: wish, mass resurrection (as undead), time stop

Actions

Multiattack.
Vhal'Dran makes three attacks with Soulrender.

Soulrender (Longsword, artifact). Melee Weapon Attack: +18 to hit, reach 5 ft., one target.
Hit: 21 (3d8 + 8) slashing + 27 (6d8) necrotic. If the target is a creature, it must succeed on a DC 25 Constitution saving throw or have its soul trapped in the blade until freed (wish or divine intervention).

Black Hole of Souls (Recharge 5–6).
Creates a 60-ft.-radius sphere of pure necrotic gravity within 150 ft. Creatures must succeed on a DC 25 Strength saving throw or be pulled to the center, take 88 (16d10) necrotic damage, and be restrained for 1 minute.

Command the Crimson Legion (Recharge 4–6).
Summons 1d4 vampire knights or one CR 20+ undead servant. They act immediately on his initiative.

Bonus Actions

Vampiric Step. Teleports up to 60 ft. to a space in dim light or darkness.
Crimson Renewal (Recharge 6). Consumes the life of one charmed creature within 30 ft., regaining 50 HP.

Legendary Actions

LEGENDARY ACTIONS (3/round)

  • Soulrender Strike. One attack with Soulrender.

  • Dominate (Costs 2). Forces one creature within 60 ft. to make a DC 25 Wisdom save or be dominated (dominate monster) for 1 minute.

  • Life Collapse (Costs 3). All living creatures within 30 ft. take 33 (6d10) necrotic damage; Vhal'Dran heals half this amount.

Mythic Actions

When reborn, Vhal'Dran gains:

  • Fly 120 ft., hover

  • Legendary Resistance resets to 3/day

  • Melee attacks deal force damage in addition to necrotic

  • New Action – World’s Final Breath (Recharge 6): 300-ft.-radius pulse of necrotic energy; all creatures make a DC 25 Con save or take 100 (20d10) necrotic and gain 2 levels of exhaustion.

Lair and Lair Actions

1. Crimson Eclipse

The lair’s sky darkens as blood-red clouds swirl overhead. Until the next round:

  • Bright light becomes dim light in a 1-mile radius.

  • All living creatures in the lair make a DC 24 Constitution saving throw or take 27 (6d8) necrotic damage at the start of their turns.

  • Undead under Vhal’Dran’s command gain advantage on all attack rolls.


2. Gravecall Legion

Vhal’Dran calls upon the souls buried beneath the lair’s foundation.
Choose one:

  • Raise 2d4 Vampire Spawn

  • Raise 1d6 Death Knights

  • Raise 1 Ancient Undead Behemoth (CR 18 custom creature)
    These creatures act immediately after Vhal’Dran’s turn.


3. Chains of the Death King

Spectral, rune-carved chains erupt from the ground in a 60-foot radius around a point Vhal’Dran can see.
Creatures of his choice must succeed on a DC 24 Strength saving throw or be restrained and take 18 (4d8) necrotic damage at the start of each of their turns until they escape (action, DC 24 Strength).


4. Blood Tide

Rivers of boiling blood erupt from fissures in the lair floor, flooding a 100-foot cone.

  • Creatures in the cone take 45 (10d8) necrotic damage (DC 24 Constitution save for half).

  • Terrain becomes difficult until the next lair action.


5. Aura of Eternal Night

Until the next round:

  • Enemies within 120 feet treat the area as magical darkness unless they have truesight.

  • Any healing effects are halved for living creatures.

  • Undead within the area heal 20 HP at the start of their turn.


6. Soul Rend

Vhal’Dran chooses up to 3 creatures he can see. Each must make a DC 24 Charisma saving throw or have their soul partially torn from their body.

  • While afflicted, they have disadvantage on all attacks and saving throws.

  • At the start of their turn, they take 22 (5d8) necrotic damage until they succeed a save at the end of their turn.


Synergy with the Ancient Vampire Lord Dragon

If both are in the lair:

  • Any time Vhal’Dran uses Crimson Eclipse, the Vampire Lord Dragon’s breath weapon automatically recharges.

  • If Vhal’Dran uses Gravecall Legion, one of the summoned undead can ride the dragon as an aerial champion.

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