| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +5 |
| DEX | 14 | +2 | +7 |
| CON | 12 | +1 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +9 |
| WIS | 16 | +3 | +8 |
| CHA | 22 | +6 | +11 |
Arcane Armor. Any successful melee hit against Vaendryl results in 8 (2d8) cold damage to the attacker.
Legendary Resistance (2/Day). If the phoenix fails a saving throw, it can choose to succeed instead.
Spellcasting. Vaendryl is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +12 to hit with spell attacks). Vaendryl has following Sorcerer spells prepared:
At Will: Chaos Bolt, Charm Person, Feather Fall, Thunderwave
3 per day: Seeming, Synaptic Static, Fireball, Blink, Thunder Step, Absorb Elements
2 per day: Plane Shift, Eyebite, Chain Lightning
1 per day: Abi-Dalzim's Horrid Wilting, Draconic Transformation
Metamagic. Vaendryl can choose from the following Metamagic options, they can only use one option per round of combat.
Distant Spell: When you cast a spell that has a range of at least 5 feet, you can expend metamagic to double the spell’s range. Or when you cast a spell that has a range of Touch, you can expend metamagic to make the spell’s range 30 feet.
Heightened Spell: When you cast a spell that forces a creature to make a saving throw, you can spend expend metamagic to give one target of the spell Disadvantage on saves against the spell.
Seeking Spell: If you make an attack roll for a spell and miss, you can spend expend metamagic to reroll the d20, and you must use the new roll.
Quickened Spell: When you cast a spell that has a casting time of an action, you can spend expend metamagic to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
Favored Form. Vaendryl can transform into a Roc five times a day. A transformation into this form heals them for 60 hit points. While in this form they are able to maintain concentration but cannot cast new spells.
Multiattack. Vaendryl makes 3 attacks per turn, using Shadow Lash or Radiant Spear. They may replace one attack with a use of spellcasting.
Shadow Lash. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 28 (8d4 + 8) damage.
Radiant Spear. Ranged Weapon Attack: +8 to hit, range 20/40 ft., 1 target. Hit: 34 (8d6+6) damage.
Shadow Walk. Vaendryl can step from one shadow into another. When they are in dim light or darkness, as a bonus action, they can magically teleport up to 120 feet to an unoccupied space they can see that is also in dim light or darkness.
Sureshot. If a creature within 30 ft moves, Vaendryl can draw their revolver and make an attack of opportunity.
Ranged Weapon Attack: +8 to hit, range 30 ft., 1 target. Hit: 12 (2d8+4) damage.
Vaendryl harnesses the power of the eyes they have stolen to unleash arcane fury on their enemies. They have 3 legendary actions per round.
Eye Rays (costs one action). Vaendryl shoots one of the following magical eye rays at random, choosing one to three targets it can see within 120 feet of it:
-
Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.
-
Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
-
Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
-
Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the beholder’s next turn or until the beholder is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
-
Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
-
Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Description
The Sundered Soul Vaendryl Eisyldonne has spent decades pursing godhood. They have plotted and schemed all the way and are close to their ascension. They have collected 4 pairs of eyes from their brethren and absorbed all that power, they are nearly unstoppable.
Lair and Lair Actions
Comments