Armored Monstrosity. Val'maer cannot be critically hit by any attack made against him, except from bludgeoning sources.
Magic Resistance. Val'maer has advantage on saving throws against spells and other magical effects.
Achille's Heel. If Val'maer receives 25 bludgeoning damage or more within a single round or if hit by a bludgeoning weapon critical strike, he is stunned for 1 round at the start of his turn.
The Bigger they are. If Val'maer falls from 20 feet or higher, starting on his turn he is stunned, knocked prone and loses all special traits for 2 rounds.
Multiattack. Val'maer makes two melee attacks. One with his Great Spear and one with his Shield.
True Strike. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 6) Piercing damage.
Shield Bash.Melee Attack. +8 to hit, range 5 ft., 1 target. Hit: 13 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Abyssal Grasp (once bloodied). Melee Attack. +8 to hit, range 5 ft., 1 target. Hit: 18 (3d8 + 6) necrotic damage. Creatures targeted must succeed a DC 16 Constitution or receive 1d6 necrotic damage at the start of their next 3 turns, being affect by Necrotic Wounds.
Madness Beyond Reason. Once Val'maer becomes bloodied, he throws his shield at a target. Range Attack. +5 to hit, range 30 ft., 1 target. Hit: 17 (3d8 + 5) bludgeoning damage. Shield Bash is replaced by Abyssal Grasp. He loses 3 AC.
Val'maer, Pride of Wrynn'r can take 3 legendary actions, choosing from the options below. It can take only take one legendary action at a time and only at the end of another creature's turn. Val'maer, Pride of Wrynn'r regains spent legendary actions at the start of it's turn.
Infernal Scream. Val'maer unleash a scream of such ferocity forcing all characters hearing it without protection to succeed a DC 15 Constitution or take 8 Thunder damage and be knocked prone.
Reckless Charge (Costs 2 Actions). Val'maer fixes his gaze upon the last target who attacked him and charges toward it for thrice his movement. When Val'maer makes contact with an object of higher mass, he is stopped. All creatures in his path must succeed a DC 17 dexterity saving throw or take 12 (2d6 + 6) plus an additional 2d6 per 30 feet of charge. In addition, all small or medium objects and creatures hit by Reckless Charge are thrown 10 feet away per 30 feet of charge taking appropriate fall damage and knocked prone. Val'maer takes 14 (2d8 + 6) bludgeoning damage plus an additional 2d8 per 30 feet of charge if stopped before reaching 90 feet of distance.
Necrotic Fatigue (Costs 3 Actions). Val'maer makes all creatures currently affected by Necrotic Wounds suffer 1 stage of fatigue.
Description
Val'maer, known as the Pride of Wrynn'r, was once a Great knight of Fjonengl. Now desecrated by the corruption from the Abyss, he is but a restless armored aberration whose sole purpose is to destroy any intruders within the sanctuary of his masters.
His Full Plate armor is darkened by the dried blood of his victims. He wields a Dark Steel Great Spear in his right hand and a great metal pavise in his other hand. Below his armor lies a figure deformed by the abyss corruption, with nothing but 2 glowing red eyes gazing coldly through his burgonet. His cries of anguish and torment can be heard throughout the night to anyone within miles of castle Wrynn'r.
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