Medium Humanoid (Any Race, Human), Lawful Evil
Armor Class 14 (17 with mage armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws INT +11, WIS +9
Skills Arcana +13, History +13
Damage Resistances Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Senses Passive Perception 12
Languages Any six languages
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Magic Resistance. Yvix has advantage on saving throws against spells and other magical effects.

Spellcasting. Yvix, Leader of the Cult of Odus is an 18th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Yvix can cast control flames, shape water, mold earth, and gust at will and has the following sorcerer spells prepared:

Cantrips (at will): fire bolt, lightning lure, mage hand, prestidigitation, shocking grasp, create bonfire

1st level (4 slots): burning hands, chaos bolt, mage armor*, chromatic orb

2nd level (3 slots): dust devil, scorching ray, snilloc’s snowball swarm

3rd level (3 slots): erupting earth, fireball, thunder step, tidal wave

4th level (3 slots): storm sphere, wall of fire, stoneskin*

5th level (3 slots): immolation, wall of stone

6th level (1 slot): investiture of flame

7th level (1 slot): plane shift, prismatic spray

8th level (1 slot): earthquake

9th level (1 slot): wish

*Yvix casts these spells on himself before combat. They do not require spell slots.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Lightning Strike. Ranged Spell Attack: +12 to hit, reach 30 ft., one creature. Hit: 10 (3d6) lightning damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Yvix, Leader of the Cult of Odus, can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Yvix regains spent legendary actions at the start of his turn.

Cantrip. Yvix uses a cantrip.

Move. Yvix moves up to his movement speed.

Lightning Strike (Costs 2 Actions). Yvix uses his Lightning Strike.

Summon Elemental (Costs 2 Actions). Yvix casts conjure elemental without using a spell slot. There are two ways to decide which elemental: match the current environment of the room,  or roll 1d4 (1=fire elemental, 2=water elemental, 3=air elemental, 4=earth elemental).

 

Description

Yvix was born in a village where magic was shunned. The illegitimate child of a woman in the village and a handsome member of a passing magical circus. When his magical abilities manifested, the persecution faced by himself and his mother increased. He ran away and started a new life in a place where magic was welcomed. Years passed and he married a beautiful woman.

He and his wife were unable to bear children, and she blamed him. After nine months of heated argument, she left him. Yvix traveled for a year before coming across his ex-wife and her new husband and child. Shocked, he investigated, only to find out that it was she who had been infertile, and she had gotten the blessing of a fertility goddess after leaving him.

Yvix turned against the gods that day. He found a group of those who worshipped the old primordials and turned it into a terrorist organization seeking to overthrow the god's authority over the material plane. He seeks to ascend to become a primordial himself and rejoin the material plane with the elemental planes to break the world away from the dominion of the gods.

Lair and Lair Actions

Elemental Shift. On initiative count 20 (losing ties), the line between the material plane and the elemental planes blurs. Roll 1d4, the lair shifts to the attributes of the corresponding elemental plane.

Roll of 1: Plane of Fire. The floor turns to hot steel. Four fissures open in the floor, placed at random by the DM, and fire spews forth from them. All players who come into contact with this fire take 2d8 fire damage. A current of heated rock moves along the floor. All players in the current are moved 15 feet along it every two turns.

Roll of 2: Plane of Earth. The floor turns to rough stone. Four spires of sharp rocks erupt from the floor, placed at random by the DM. These are considered difficult terrain and deal 2d8 slashing damage to all players who come into contact with them. A mudslide moves along the floor. All players in the mudslide are moved 15 feet along it every two turns.

Roll of 3: Plane of Water. The floor is covered in 3 feet of water. Four whirlpools appear in the floor, placed at random by the DM. These whirlpools are considered difficult terrain and deal 2d8 bludgeoning damage to all players who come into contact with them. A current of water moves along the floor. All players in the current are moved 15 feet along it every two turns.

Roll of 4: Plane of Air. The floor vanishes, all creatures are suspended from falling by a strong upward gust. Four whirlwinds appear in the room, placed at random by the DM. These whirlwinds are considered difficult terrain and deal 2d8 force damage to all players who come into contact with them. A strong wind current moves through the area. All players in the wind are moved 15 feet along it every two turns.

Monster Tags: NPC

Kyle_DM

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