Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.
Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.
Magic Weapons. The pit fiend's weapon attacks are magical.
Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire
Boss Abilities
Darkvision: Val'goril can see in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light.
Innate Spellcasting: Val'goril's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: darkness, dominate beast, dominate monster
3/day each: dominate person, feeblemind, mass suggestion
1/day each: dominate monster, mass suggestion, telekinesis
Legendary Resistance (3/Day): If Val'goril fails a saving throw, he can choose to succeed instead.
Magic Resistance: Val'goril has advantage on saving throws against spells and other magical effects.
Revenge: If Val'goril is reduced to 0 hit points, he can use his action to make a single attack against the creature that reduced him to 0 hit points.
Teleportation: Val'goril can teleport up to 60 feet as a bonus action.
Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
Boss Actions:
Attack: Val'goril makes a melee attack with his twisted sword.
Darkness: Val'goril casts darkness (DC 16) as a bonus action.
Dominate: Val'goril casts dominate monster (DC 16) as a bonus action.
Teleport: Val'goril teleports up to 60 feet as a bonus action.
Boss Tactics:
Val'goril will attempt to dominate his enemies, using his innate spellcasting to control their actions.
He will use his teleportation ability to move around the battlefield, striking from unexpected angles. Val'goril will use his darkness spell to create cover for himself and his minions. Boss Rewards
Treasure: Val'goril's twisted sword is a +2 longsword with the chaos property. It deals extra 1d6 necrotic damage on a critical hit.
Artifact: The Heart of Corruption, a powerful artifact that grants its wielder the ability to dominate any creature within 60 feet. It is a +2 mace with the chaos property.
Boss Minions or Henchmen
Demon Wraiths (4): CR 1/2 each
Demon Spawn (2): CR 1 each
Demon (2): CR 3 each
Combat Tactics and Strategies of the Boss
Positioning: Val'goril should be positioned in a central location, surrounded by his minions. This will allow him to use his teleportation ability to move around the battlefield and strike from unexpected angles.
Control: Val'goril's innate spellcasting allows him to dominate his enemies. Players should be aware of this and take steps to avoid being dominated.
Light: Val'goril is vulnerable to radiant damage. Players should use this to their advantage, attacking him with radiant weapons and spells.
Legendary Actions:
Val'goril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Val'goril regains spent legendary actions at the start of his turn.
Attack: Val'goril makes a melee attack with his twisted sword.
Darkness: Val'goril casts darkness (DC 16) as a bonus action.
Dominate: Val'goril casts dominate monster (DC 16) as a bonus action. Lair Actions
Val'goril's lair is filled with traps and hazards designed to hinder and weaken his enemies. He can take lair actions on his turn, choosing from the options below.
Darkness: Val'goril casts darkness (DC 16) in a 30-foot radius.
Demon Spawn: Val'goril summons a Demon Spawn (CR 1) to attack his enemies.
Demon Wraith: Val'goril summons a Demon Wraith (CR 1/2) to attack his enemies. Legendary Resistances
Val'goril has resistance to all damage types except radiant
Description
Description:
Val'goril is a once-angelic being, now a powerful demon, who was cast out of the realm of light for his taste of cruelty and power. Val'goril is a towering figure, his form a twisted amalgamation of angelic and demonic features. His wings are those of a fallen angel, but they are now stained with the darkness of the Abyss. His eyes burn with an infernal light, and his body is covered in scales that shimmer like obsidian. He wields a massive, twisted sword, its blade a swirling vortex of darkness and chaos.
His voice is a deep, resonating growl that seems to echo through the very air.
Boss Background:
Val'goril was once an angel of great power and influence in the realm of light. However, his desire for power and control led him to cross the line, and he was cast out into the Abyss. Since then, he has been consumed by his desire for revenge and power, consuming the will of those who stand against him to gain strength. He is known for his cunning and cruelty, and his name is whispered in fear by those who know of his existence.
Since his banishment, he has been consumed by a desire for revenge and power. He has been searching for a way to return to the realm of light and take his revenge on those who cast him out.
Boss Personality:
Val'goril is a creature of pure malice and cruelty. He delights in causing pain and suffering, and he sees the world as a playground for his own amusement. He is driven by a desire for revenge and power, and he will stop at nothing to achieve his goals.
Boss Dialogue:
"You dare to challenge me, mere mortals? I am Val'goril. You will bow before me, or you will die!"
"Your pathetic attempts to stop me will only fuel my desire for revenge. I will consume you all, and then I will return to the realm of light to claim my rightful place."
"You think you can defeat me? You are nothing but pawns in my game. I will have my revenge, and then I will rule the world."
Lair and Lair Actions
Lair Features:
Traps: The lair is filled with traps designed to hinder and weaken enemies. These traps include pitfalls, pressure plates, and magical traps.
Hazards: The lair is filled with hazards, such as poison gas, acid pools, and magical hazards. Cover: The lair is filled with cover, such as walls, pillars, and other obstacles. Regional Effects
Corruption: The lair is filled with a corrupting influence, causing enemies to become more aggressive and more likely to attack each other.
Darkness: The lair is filled with darkness, making it difficult for enemies to see and navigate.
Legendary Items
Heart of Corruption: A powerful artifact that grants its wielder the ability to dominate any creature within 60 feet. It is a +2 mace with the chaos property.
Twisted Sword: Val'goril's twisted sword is a +2 longsword with the chaos property. It deals extra 1d6 necrotic damage on a critical hit.
Previous Versions
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