Addictive Presence. Creatures that start their turn within 30 ft. of Valentino must succeed on a DC 21 Wis save or become Charmed until the end of their next turn. While charmed, they have disadvantage on attacks against Valentino.
Pheromone Tyrant. Creatures charmed by Valentino take 14 (4d6) psychic damage at the start of their turn.
Legendary Resistance (3/day). If the Valentino fails a saving throw, it can choose to succeed instead
Multiattack. Two Hellreaver Pistol attacks & One Velvet Lash attack.
Velvet Lash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 21 (3d10 + 5) psychic damage and the target must succeed on a DC 21 Wis save or be restrained until Valentinos next turn.
Twin Hellreaver Pistols. Ranged Weapon Attack: +12 to hit, range 80/240 ft., one target. Hit:22 (3d10 + 5) Piercing damage + 14 (4d6 Psychic damage).
Dominate Mind (Recharge 5–6). Valentino casts dominate monster (DC 21), no concentration required for the first round.
Valentino – The Overlord of Addiction & Control can take 3 legendary actions choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Broadcast Demon regains spent legendary actions at the start of its turn.
-
Command Thrall. A charmed creature makes one weapon attack of Valentino’s choice.
-
Cruel Whisper. Deal 10 psychic damage to a creature Valentino can see.
-
Lash Retreat (Costs 2). Valentino moves up to half his speed without provoking opportunity attacks.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Valentino takes a lair action to cause one of the following effects; the Valentino can’t use the same effect two rounds in a row:
1. Spotlight of Desire. A crimson spotlight snaps onto a creature Valentino can see. The target must succeed on a DC 21 Wisdom saving throw or become charmed until the end of its next turn. While charmed this way, the creature’s speed becomes 0, and attack rolls against it have advantage.
2. Velvet Curtains Close. Heavy velvet drapes animate and lash out. Up to two creatures Valentino can see must make a DC 21 Strength or Dexterity save (target’s choice). On a failure, a creature is restrained and takes 18 (4d8) bludgeoning damage. A restrained creature can repeat the save at the end of its turn.
3. The Crowd Wants Blood. Illusory cheers and jeers surge through the lair. All hostile creatures must make a DC 21 Charisma saving throw. On a failure, the creature has disadvantage on attack rolls until the end of its next turn. Valentino gains 15 temporary hit points for each creature that fails.
Comments