Medium Undead (Wizard), Lawful Evil
AC 21 Arcane Ascendance    Initiative +6 (16)
HP 300 (30d8 + 240)
Speed 30 ft., Fly 40 ft. Hover
Mod Save
STR 14 +2 +2
DEX 22 +6 +13
CON 26 +8 +15
Mod Save
INT 26 +8 +15
WIS 22 +6 +13
CHA 24 +7 +7
Resistances Cold, Lightning, Necrotic
Immunities Poison; Charmed, Frightened, Poisoned
Senses Passive Perception 22
Languages None
CR 23 (XP 50,000; PB +7)
Traits

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

Magic Resistance. Advantage on saving throws against spells and magical effects.

Planar Distortion Field.

Arcane gravity warps the space within 30 feet of Vorra. The area is difficult terrain for hostile creatures. A creature that teleports into or within the area must succeed on a DC 18 spellcasting ability check or the spell fails and the slot is wasted. At the end of each round, unstable energy lashes outward. Each creature of Vorra’s choice within the area must succeed on a DC 18 Constitution saving throw or take 10 (3d6) force damage.


 

Spellcasting. Spell Save DC 21, +13 to hit with spell attacks.
No material components required.

At Will:
Fire Bolt, Chill Touch, Ray of Frost

3/Day Each:
Chain Lightning
Disintegrate
Finger of Death
Wall of Force
Hold Monster

1/Day Each:
Meteor Swarm
Power Word Stun
Time Stop

Reaction (3/Day):
Counterspell

Actions

Multiattack. Vorra casts one spell of 5th level or lower and makes one Soul Rend attack.

Soul Rend. Ranged Spell Attack: +13 to hit, range 120 ft.
Hit: 27 (6d8) necrotic damage. The target must succeed on a DC 20 Constitution saving throw or its hit point maximum is reduced by half the necrotic damage taken until the end of its next long rest.

Cataclysmic Collapse (Recharge 5–6). Vorra releases a planar shockwave in a 40-foot radius. Each creature of her choice must make a DC 20 Constitution saving throw. Failure: 36 (8d8) force damage and knocked prone. Success: Half damage, not knocked prone.

Bonus Actions

Rift Step. Vorra teleports up to 40 feet to a space she can see. Each creature within 5 feet of the space she leaves must succeed on a DC 18 Constitution saving throw or take 10 (3d6) thunder damage.

 

Reactions

Counterspell (3/Day). Automatically counterspell any spell of 5th level or lower.

Legendary Actions

Vorra can take 3 legendary actions, one at a time at the end of another creature’s turn.

Cantrip. Cast an at-will spell.

Soul Flare (Costs 2 Actions). One creature within 60 ft takes 14 (4d6) necrotic damage.

Gravitic Pulse (Costs 2 Actions). Creatures within 15 ft must succeed on DC 20 Strength save or be knocked prone.

Description

Long before Oakhaven was founded and long before the Aurelius Academy raised its towers, there lived a mortal archmage whose original name has been lost to time—intentionally erased from records and memory alike. Even in life, she was singular in her ambition. She did not pursue magic for prestige, discovery, or service. She pursued it to escape limitation. Death was not a mystery to her; it was an insult. The idea that even the greatest mind must one day fade was something she refused to accept.

Through relentless study and ruthless experimentation, she achieved lichdom. At first, immortality satisfied her. She outlived rivals, dismantled arcane orders that opposed her, and established hidden sanctums beneath cities that have since turned to dust. Empires rose and collapsed above her while she endured unchanged. But immortality, she eventually discovered, is not the same as transcendence. Endless existence without growth became its own kind of prison. She had conquered death—but she had not surpassed reality.

Centuries into her undeath, she discovered a planar fault beneath what would later become Oakhaven. It was not a dramatic tear in the sky or a blazing wound in the earth, but a subtle seam—a place where the fabric of the planes thinned and raw energy bled through. To most arcanists, it would have been a danger to contain. To her, it was possibility. The fault radiated unstable, primordial power, the kind that existed before divine order or mortal magic shaped the world.

Vorra, as she now called herself, became convinced that this fault was the key to something greater than lichdom. If her phylactery could anchor her soul to an object, then perhaps this seam in reality could anchor her to existence itself. No longer dependent on a vessel. No longer merely undead. She would not just survive the ages—she would become a fixed point within them. A constant woven into the structure of the planes.

Over decades, she siphoned energy from the fault in secret, studying its fluctuations and calculating the precise moment when its instability would peak. The widening of the seam was not an accident; it was the byproduct of her ambition. The Arch-Wizards of the High Circle eventually perceived the growing disturbance and foresaw catastrophe. They sealed Oakhaven within the Aegis not out of cruelty, but desperation. They understood what Vorra refused to accept: the fault was not stable enough to bear her ascension. Anchoring herself to it would not make her divine—it would rupture the planes.

But Vorra is centuries beyond doubt. She has outlived every critic, every rival, every warning. To her, caution is weakness. She believes the collapse is a temporary instability on the path to something greater. In her mind, she is not destroying the world—she is stepping beyond it. And as she hovers above the fault, moments from completing her ritual, she is calm, certain, and utterly convinced that she alone sees the future clearly.

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.

Mister_EX

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