Medium Humanoid, Lawful Evil
Armor Class 21 from a permanent magic armor spell
Hit Points 230 (11d20 + 10)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
24 (+7)
CON
17 (+3)
INT
29 (+9)
WIS
30 (+10)
CHA
29 (+9)
Saving Throws DEX +16, INT +18, WIS +19, CHA +18
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness, Damage from Spells
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 120 ft., Truesight 80 ft., Passive Perception 28
Languages Common, Elvish, Primordial, Telepathy 260 ft.
Challenge 29 (135,000 XP)
Proficiency Bonus +9
Traits

Inconsistency. Voross always appears to be in an unoccupied space up to one foot away from his real position, giving all creatures attacking him AND defending from his attack against them to have disadvantage. He appears to be in a different space for every creature looking at him at one time. Creatures with Truesight see his real position.

Spellcasting. Voross is a 7th-level spellcaster. His spellcasting ability is Dexterity (spell save DC 28, +9 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): Fire Bolt, Chill Touch, Poison Spray, Vicious Mockery
1st level (3 slots): Disguise Self, Faerie Fire, Hellish Rebuke                                                     2nd level (3 slots): Blindness/Deafness, Blur, Earthbind                                                            3rd level (3 slots): Branding Smite, Call Lightning, Mass Healing Word                                  4th level (2 slots): Vampiric Touch, Greater Invisibility                                                               5th level (2 slots): Blight, Burning Hands                                                                                      6th level (2 slots): Harm, Bones Of The Earth                                                                              7th level (1 slot): Finger Of Death

Actions

Multiattack. On his turn, Voross may make up to three actions.

Teleport. Voross moves to an unoccupied space up to 20 ft. away from him. He does not have to see this space, but he does have to know for a fact that the space he is going to is unoccupied.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., two targets. Hit: 27 (4d6 + 3) Bludgeoning damage. Voross may focus both attacks on one target or attack two targets at a time.

Mystic Blast. Ranged Weapon Attack: +12 to hit, line 10 ft., # targets. Hit: 23 (4d4 + 7) Force damage.

Reactions

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., two targets. Hit: 27 (4d6 + 3) Bludgeoning damage. Voross may focus both attacks on one target or attack two targets at a time.

Mythic Actions

On an initiative count of 20 or higher Voross takes an extra action which he uses to cause one of the following effects. He cannot do the same mythic action two rounds in a row:

  • Teleport. Voross teleports up to twice his normal teleport distance.
  • Rain Of Pain. Ranged Weapon Attack: +16 to hit, range 60 ft., one target. Hit: (1d8) Force damage + (1d6) Necrotic damage + (1d4) Bludgeoning damage + (1d2) Fire damage.
  • Fist Fury. Voross makes three Unarmed Strike attacks.

Description

The story of Voross Rackall is a tale of the cons of power. Voross was an evil sorcerer so powerful that eventually everyone in his local village decided it was time for him to go. They made it so he never aged and banished him to a dark forest where he supposedly suffered for eternity. But the immortality scheme backfired, and Voross grew even more powerful there, enough so that soon he will find a way to break free from the barrier holding him in the twisted magic that is The Forest Of Fog. And when he does, tales will be told forever after of the time Voross Rackall was let loose upon the unsuspecting world, and how the only thing in the way of utter chaos was a small group of heroes who's fate was either fame or gruesome death. You, the reader, could be one of those heroes, if you dare!

Lair and Lair Actions

Voross resides in a massive mansion in the middle of the dark forest mentioned in the description. The only reason it would be hard to spot is because it is in the middle of a dark forest that nobody wants to go into. The mansion is filled with servants, monsters, puzzles, and traps. Don't get too distracted by the lavishness.

Lair Actions

On initiative count 17 or higher (losing initiative ties), Voross takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • All the carpets and rugs in the mansion come alive and attack any intruders for five minutes.
  • The entire mansion fills with fog, heavily obscuring everything inside of it, for ten minutes. Voross himself can see through this fog with no difficulty.

Regional Effects

The region containing Voross’s mansion is cursed, which creates the following effects:

  • All preexisting and newly introduced water in a 1 mile radius is turned to blood.
  • A thick fog heavily obscures the area in a 3 mile radius.
  • A light fog lightly obscures the area in a 6 mile radius.
  • All the plants grow thick and twisted making the land difficult terrain in a 10 mile radius.

If Voross dies, these effects fade over the course of 6d12 days.

Monster Tags: Human

Habitat: Forest

EvilPotatoChips

Comments

Posts Quoted:
Reply
Clear All Quotes