Fey Ancestry. The drow has advantage on saving throws against being charmed, and magic can’t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Vulnerabilities: Dragon teeth (gain an advantage on attack, If health is below 30 it is instant death, Chain Lightning (gain an advantage on hits, one extra die of damage)
Spellcasting: Spellcasting Ability is WIS save DC 17, +8 to hit with spell attacks
Cantrips:
- Resistance: Once before a minute ends/concentration stops the creature can roll 1d4 and add the result to any one saving throw
Innate Spellcasting: D: 0 0 FF: 0 0
- Darkness: A 15 ft radius sphere of darkness emanates from a designated point within 60 ft. Darkvision and nonmagical light cannot pierce it. Completely covering the source of the darkness suppresses the effect
- Concentration, 10 minutes
- Faerie Fire: All objects in a 20 ft cube are outlined in blue, green, or violet light. Any creatures in the area are also outlined unless they succeed on a Dex save 16. Attack rolls made against these creatures have advantage. These creatures do not benefit from invisibility.
- Concentration, 1 minute, 60 ft
1st Level: 0 0 0 0
- Animal Friendship: A beast within range that you can see and hear you must make a Wisdom save or be charmed for the duration (24 hours). Harm from you or your allies ends the effect.
- 30 ft, 24 hours
- Ray of Sickness: Make a ranged spell attack against a target you can see within 60 ft. On a hit, the target takes 2d8 poison damage and must make a CON saving throw of 16. On a failure, t is also poisoned until the end of your next turn.
- Disguise Self: You change your appearance to that of your choosing, so long as it is still humanoid and no more than 1 ft taller or shorter than your natural height. This does not stand up to physical inspection. To discern that you are disguised, a creature must spend an action and succeed on an investigation 16 check. (1 HOUR)
2nd Level: 0 0 0
- Lesser Restoration: You touch a creature and end one disease or condition (blinded, deafened, paralyzed, or poisoned) affecting it. **THIS IS A GOOD WAY TO PERSUADE**
- Misty Step: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
- Web: You conjure a 20 ft cube of webbing centered on a spot within range. If the web is not anchored between two points, it collapses in on itself and ends on your next turn. Any creature that enters or ends its turn in the web must make a DEX 16 saving throw or be restrained either for the duration or until it breaks free. Restrained creatures make a strength check (STR 16) to break free of the web.
- 60 ft range, concentration/1 minute
3rd Level: 0 0 0
- Conjure Animals (2 giant spiders): You summon two fey spirits who transform into two giant spiders. These beasts are friendly to you and will obey your commands.
- Next turn commands:
- Giant Spider:
- AC 14, XP 26, STR +2, DEX +3, CON +1, INT -4, WIS +0, CHA -3
- Bite: +5 to hit, 7 piercing damage. CON save 11 or take 2d8 poison damage. Failed = half damage. LOOK UP FOR IF BRINGS OPPONENT TO 0 HP
- Web: +5 to hit, range 30-60 ft, target is restrained by webbing. They can make a STR 12 check, bursting the web on a success. The webbing can also be destroyed or attacked (AC 10, hp 5). VUL to fire IMM to bludge and piercing and poison.
- Giant Spider:
- Next turn commands:
- Dispel Magic: A single 3rd level or lower spell effect within range is dispelled. 4th level or higher requires a DC 10 + spells level check to dispel it. This automatically dispels a spell effect of an equal or lower level of the slot used to cast it.
- Range 120 ft
4th Level: 0 0
- Divination: You contact a god or god's servant and can ask a single question pertaining to an activity or occurrence within the next 7 days and receive a truthful reply.
- Freedom of Movement: A willing creature touched, for the duration, is unhampered by difficult terrain, cannot be restrained or paralyzed, can spend 5 feet of movement to escape nonmagical restraints, and has no movement penalty for being underwater. (1 hour)
5th Level: 0 0 0
- Insect Plague: A 20 ft radius sphere of locusts appears centered on a spot within range. All within the sphere take 4d10 piercing damage, halved with a CON 16 saving throw. Any creatures who enter or end their turn in the area takes this damage.
- Range 300 ft, concentration, up to 10 minutes.
- Mass Cure Wounds: Choose up to 6 creatures within 30 feet of a point you choose within range. Each creature regains 3d8 +6 health. This spell has no effect on undead or constructs. (can work on the spiders!)
CLOSE RANGE REACTION
Darkness Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 piercing damage. 5 poison damage on CON save 15+ otherwise 10 poison damage
LONG DISTANCE REACTION
Poison Spray Cantrip (10 feet): Creature must make a CON Save throw of 16 or take 2d12 poison damage. No half damage
Description
Vladce is a tall, slender Drow. He has pale, silverish white skin. His hair once short and well kept is now long and white, free-flowing down to his shoulders. His eyes, once a pale purple. are now black and with no pupils much like a Tiefling's.
He wears a thin, purple robe with a large necklace that appears to protect him like armor. It is made up of black and yellow branches. It looks as if he is shielded by a tree's branches.
He wears a purple veiled crown also made of the branch material. It makes a triangular point on his forehead.
His fingers a long and bony, the nails extended and sharpened on the edges. You cannot gauge his age, as he shows weakness yet an inner strength from either magic, determination, or perhaps insanity.
Lair and Lair Actions
At initiative order 20, a creature can use one of its lair action options. They can only use one lair action per round.
Feel The Cold:
- The windows of the tower fly open with Vladce's thaumaturgy and a visible cold frost wind blows in. Creatures not resistance to cold must roll a CON save of 16 or be frozen in place for one turn. This turn is used to bring the opponent back to a body temperature capable of fighting.
The Sheild of the Underworld:
- For one round Vladce is swallowed up into the ground and is able to transport behind one of the opponents by the end of the round or his turn. No opportunity attacks can be taken on him. He is now engaged with that opponent (roll a d4 to see who he appears behind. 4 is no one and he made a mistake).
Blizzarding Vision:
- A fog appears around Vladce. Opponents can make out a figure but must roll at a disadvantage for the round on attack rolls.
Previous Versions
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Coming Soon
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