Legendary Resistance (3/Day). If Valastar fails a saving throw, he can choose to succeed instead.
Action Surge. Valastar can push himself beyond his normal limits for a moment. On his Turn, he can take one additional action on top of his regular action and a possible Bonus Action. Once He uses this feature, he must finish a short or Long Rest before he can use it again.
Master of Magic. Valastar can concentrate on two spells and has advantage on concentration checks.
Regeneration. Valastar regains 20 hit points at the start of his turn. Valastar dies only if he starts his turn with 0 hit points and doesn't regenerate.
Sorcery Points. Valastar has 26 sorcery points and following metamagics. He regains all spent sorcery points when he finishes a Long Rest.
- Subtle Spell. When Valastar Cast a Spell, he can spend 1 sorcery point to cast it without any somatic or verbal Components.
- Empowered Twinned Spell. When Valastar Cast a Spell that Targets only one creature and doesn’t have a range of self, he can spend a number of sorcery points equal to half the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
- Empowered Quickened Spell. When Valastar Cast a Spell that has a Casting Time of 1 action, he can spend 2 sorcery points to change the Casting Time to 1 Bonus Action and cast a spell of the same level or lower as an action.
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Empowered Distant Spell. When Valastar Cast a Spell that has a range of 5 feet or greater, he can spend 1 sorcery point to double the range of the spell. When Valastar Cast a Spell that has a range of touch, he can spend 1 sorcery point to make the range of the spell 60 feet.
Tempestuous Magic. Valastar can use a bonus action on his turn to cause whirling gusts of elemental air to briefly surround him, immediately before or after he cast a spell of 1st level or higher. Doing so allows him to fly up to 10 feet without provoking opportunity attacks.
Heart of the Storm. Whenever Valastar starts casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from him. This eruption causes creatures of his choice that you can see within 20 feet of him to take lightning or thunder damage of 2d8.
Storm's Fury., When Valastar is hit by a melee attack, he can use his reaction to deal lightning damage to the attacker (2d12) The attacker must also make a Strength saving throw DC=26. On a failed save, the attacker is pushed in a straight line up to 20 feet away from him and knocked prone.
Inate Spellcasting. Valastar ’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: greater restoration, pass without trace, water breathing, water walk
1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)
Spellcasting. Valastar is an 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Valastar has the following spells prepared:
Cantrips (at will): Chill Touch, Eldritch Blast, Infestation
1st level (at will): Inflict Wounds, magic missile, shield, thunderwave
2nd level (3 slots): Hold Person, Darkness, Heat Metal, mirror image
3rd level (3 slots): Slow, counterspell, dispel magic, Hypnotic Pattern
4th level (4 slots): Banishment, Greater Invisibility
5th level (4 slots): Contagion, Cone of Cold
6th level (3 slots): disintegrate Contingency, Harm
7th level (3 slots): Teleport, Divine Word, Fire Storm
8th level (2 slots): dominate monster, Sunburst
9th level (2 slots): Blade of Disaster, Foresight
Valastar makes three Bolt attacks and Horrid touch if he can.
Bolt. Ranged Spell Attack: +18 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (Valastar 's choice): acid, cold, fire, force, lightning, radiant, or thunder.
Weave Pillage. (Recharge 5–6). Valastar touches one creature within 10 feet of him. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) force damage. The target must then make DC 26 for all saving throws. Each one they fail, they lose 1d4 points in that stat.
Arcane Cataclysm (Recharges after a Long Rest). Valastar conjures a storm of magical energy that rains and strikes to the ground at three different points he can see within 1 mile of him. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Valastar and spells he casts are unaffected by these fields.
Valastar 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. Valastar regains spent legendary actions at the start of its turn.
Spell. Valastar casts a spell.
Tether. Valastar targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Valastar to the target. Whenever Valastar takes damage, the target must make a DC 26 Constitution saving throw. On a failed save, Valastar takes half the damage (rounded down), and the target takes the remaining damage.
Consume Magic (Costs 2 Actions). Valastar targets a creature within 120 feet of him who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Valastar gains 5 temporary hit points per level of that spell.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Valastar can take a lair action to cause one of the following magical effects; Valastar can’t use the same effect two rounds in a row:
- Tremors in the city cause of fissures to expose the flames of the hells. Each creature must make a DC=21 dexterity saving throw or take 10d10 fire damage, or half as much on a successful save.
- Valastar causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Valastar releases their grasp (no action required).
- Valastar casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.
- Valastar whispers an arcane secret into the mind of a creature he can see within 60 feet of him. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot is instead stunned until the end of its next turn.
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