| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +7 |
| DEX | 15 | +2 | +2 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 14 | +2 | +2 |
Brave: Advantage on saving throws against being frightened.
Blood Brine Infusion: Vaelen's weapon attacks deal an extra 1d6 necrotic damage
Multiattack: Vaelen makes three melee attacks: two with his Spear and one with his Shield Bash.
Spear (+1 Weapon): Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d6 + 5) piercing damage plus 3 (1d6) necrotic damage.
Shield Bash: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. If the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Parry: Vaelen adds 3 to his AC against one melee attack that would hit him. To do so, Vaelen must see the attacker and be wielding a melee weapon.
Lair and Lair Actions
Rising Tides: On initiative count 20 (losing ties), seawater surges into the room. Ground level becomes difficult terrain.
Blood Coral Pulses: At the start of round 2 and 4, the blood coral in the vault emits a pulse. Every creature without a blood-infused artifact must succeed on a DC 13 Constitution saving throw or take 2d6 necrotic damage (half on success).
Comments