Large Fiend, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 235 (19d10 + 130)
Speed 40 ft., Fly 70 ft., Swim 40 ft.
STR
22 (+6)
DEX
18 (+4)
CON
22 (+6)
INT
20 (+5)
WIS
18 (+4)
CHA
28 (+9)
Saving Throws INT +12, WIS +11, CHA +16
Skills Deception +10, Insight +8, Intimidation +10, Performance +8, Persuasion +10
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft. , Truesight 120 ft. , Passive Perception 13
Languages Abyssal, Common, Deep Speech, Draconic, Giant, Infernal, Primordial, Telepathy
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Charming Gaze. Any creature that makes eye contact with the valac must succeed on a DC 21 Charisma saving throw, unless the valac is incapacitated. On a failed save, the creature is charmed by the valac for 24 hours. While charmed, the creature can't attack the valac or target the valac with harmful abilities or magical effects. The valac in turn has advantage on any ability checks made against the charmed creature. The effects of Charming Gaze end once the valac attacks or harms the charmed creature, or once 24 hours has passed. If the creature's saving throw is successful, the creature is immune to the valac's Charming Gaze for the next 24 hours. Creatures that are blinded, or creatures with an Intelligence of 3 or lower are unaffected by this trait.

Amphibious. The valac can breathe air and water.

Shapechanger. The valac can spend an action to polymorph into a Large, Medium, or Small humanoid, or back into its true form. Without wings, the valac loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is is wearing or carrying is transformed to fit its new form, resembling nonmagical mundane items. It reverts to its true form if it dies.

Acidic Demise. If the valac dies, its body melts into a puddle of acid, leaving behind only its pike and Soul Maw. The pike loses its corrosive nature, and is unwieldy to any creature that is smaller than Large.

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

Magic Weapons. The valac's weapon attacks are magical.

Innate Spellcasting. The valac's spellcasting ability is Charisma (spell save DC 22, +9 to hit with spell attacks). 
At will: acid splash, charm person, charm monster, identify 
3/day each: summon lesser demons, vitriolic sphereplane shift                                            2/day each: dominate person, infernal calling, summon greater demonmodify memory  1/day each: dominate monster, glibness 

Actions

Multiattack. The valac makes four attacks: one with its pike, one with its tail, and two bite attacks, one with each head. 

Corrosive Pike. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:  20 (3d10 + 5) piercing damage plus 16 (4d6) acid damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (5d6 + 5) piercing damage plus 21 (6d6) acid damage.

Tail. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 5) bludgeoning damage.

Acid Breath (Recharge 5-6 and 11-12). The valac exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 58 (13d8) acid damage on a failed save, or half as much damage on a successful one.

Harvest. The valac approaches and touches one unconscious target. Gripping the Soul Maw around its waist, the valac will attempt to harvest this creatures soul. The creature must immediately make a Death Saving Throw. On a failed save, the creature immediately dies, regardless of how many successes or failures it had previously and its soul is trapped within the Soul Maw. A soul can only be removed from a Soul Maw through the spell wish. On a successful save, the creature stabilizes and gains 1 hit point; its soul remains within its body, and it is immune to the valac's harvest for 24 hours. Creatures with protection from evil and good cast on them, or creatures within a magic circle are immune to this attack, so long as both of those spells are protecting against fiends.

Description

Corrupt to the core and masters of lies, the despicable dual-headed valac is the epitome of greed. Treasure hoards that fill lake beds, scale diamond replicas of famous dragons, and constructs made from pure platinum have all been known to adorn the grounds of a valac's home. Standing 12-feet tall, the valac has the torso of a humanoid, clawed reptilian feet, and a giant pair of black, feathered, wings. A pair of horned, orange and black scaled serpentine heads sit atop two thick necks that connect at the body's apex. Burning yellow eyes rest over a needle-toothed maw that smiles a twisted grin, analyzing and fantasizing about the horrible things it wishes to do to whatever poor creature lays before it.   

Dual Duplicity. The two heads of a valac each represent a different, despicable side to a single personality. One head acts as the fiend's voice; forming deals and manipulating those around it. The other head represents the valac's brutality; crushing its enemies, and punishing those who cross it. Each head knows the strengths and best application of the opposite head; and they work in perfect unison to ruin all those they see. 

Manipulative Monsters. On the material plain, a valac will rarely show its true form. Instead it prefers to take the shape of an affluent and attractive humanoid; most commonly a wizard or bard. This transformation is nearly perfect; with only its eyes retaining their original form. From there it seeks out kings and queens, religious leaders, warlords, or other powerful figures, singling out one target.The valac will then earn the trust and respect of their target, spending days, months, or even years in their company. Slowly but surely, the valac will then begin to morph how their target views the world. Whispering lies and blasphemy, scapegoating those their target holds closest. Eventually, the target becomes a paranoid recluse, closing themselves off from those around them. With only the valac to turn to, the targeted creature will confide in them and beg for any way to undue their predicament. Pleased with themselves, the valac then collects the twisted and ruined creature, bids adieu to any of their quarry's remaining family, and departs. Neither are ever seen again.

A Tyrant's Tyrant. Although all intelligent creatures are subject to a valac's cruelty, the ones it enjoys tormenting the most are those that see themselves as infallible. Corrupting creatures such as: giants, aboleth, dragons, and genies brings unrivaled glee and satisfaction to the faces of a valac. It revels in the desperation and disbelief of mighty foes, as they watch all their power crumble.   

Social Despots. Born deep withing the acidic oceans of Porphatys, the fifth layer of Carceri, valac rarely remain in their own realm; choosing instead to roam freely throughout the Lower Planes and Material Plane. Social fiends at heart, valac enjoy keeping the company of other creatures who share their twisted proclivities. Barbed devils, glabrezu, succubi, incubi, yugoloths, and night hags are all common sights within a valac's posse. Creatures from the Material Plane such as green dragons, oni, and spirit naga may also feature in a valac's circle if they prove to be entertaining enough. 

Fiendish Rivalry. Valac are fiends that crave excitement. They dislike any creature that they find boring, especially if they can't see themselves profiting from interacting with them. That being said, they will typically not attack others outright if there is more to gain by remaining tranquil. There are exceptions however, as valac outright despise two creatures: celestials, who the valac hate out of instinct, and the rakshasa, who they hate out of pride. Valac loath the shapechanging devils, seeing them as competitors when corrupting their quarry. If one is discovered, the valac will attack it as soon as it has an opportunity, not stopping until the rakshasa is sent screaming back to the Nine Hells. Despite their resentment for them, valac will almost never seek to slay a rakshasa permanently. They bide their time and wait to see if the devil has the gall to seek revenge. On the off chance they do, valac will repeat the process indefinitely, always eager to humiliate the devil further.  

Horrifying Hoarders. Whenever a valac has finished ruining a creature, it will accumulate whatever riches that creature owned and add to its own hoard. Although they might own property throughout the planes, a valac will never store its treasure in an easily accessible location, such as a bank or castle. Instead, valac create personalized demiplanes as their hideaways; designing and crafting their homes to fit their own twisted preferences. Accessed through plane shifting, these pocket dimensions hold the most expensive items within a valac's hoard: mountains of platinum, ancient artifacts, relics of gods, etc. A valac's most prized possession however, without question is its Soul Maw. This chrome, skull shaped trinket contains all of the ruined, damned souls the valac has taken, and is horrendous proof of all its accomplishments. A valac will protect its Soul Maw with its life, and wreak malicious punishment on anyone who would try to take it. If a Soul Maw were to be destroyed, all of the souls within would be damned to the oceans of Porphatys, curling and writhing into new valac. 

Fiendish Rebirth. If killed, a valac is sent hurdling back to the depths of Porphatys, where its body is reformed over several weeks, along with a new, empty, Soul Maw. Outside of a wish spell, killing a valac in Porphatys is the only way to permanently slay it. 

 

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Monster Tags: Shapechanger

Screaming_Warlock

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