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MONSTER

Voragheel
V oragheel, a dark dragon of immense
power and majesty, once claimed the skies, his
place lay under a mausoleum that became a
vault for their dark artifacts and rituals.
vast wings casting shadows that inspired both Centuries passed, and the legend of
dread and awe across the realms they touched. Voragheel faded into obscurity, his name a mere
Yet, his ambition and growing power drew the echo among the countless tales of fallen
attention of the Shepherds, a clandestine monsters. However, destiny harbored other
assembly of ancient vampires. The Shepherds, plans. A relentless trickle of blood—remnants
recognizing the dragon as a rival in their quest of countless sacrifices made above by the
for control over the night, plotted his downfall. Shepherds in their dark rites—seeped through
The vampires ambushed Voragheel through a the layers of earth and pooled within the
web of blood magic, striking the powerful dragon's tomb. This unholy baptism worked a
dragon with surgical precision at a moment of dark miracle over the centuries, and in the
distraction. With a single stroke, they ended darkness of a moonless night, Voragheel stirred
Voragheel’s story, taking his remains as a trophy once more.
to harvest for rare components. His resting With veins aglow with the unholy energies
Voragheel,BloodwingEternal Frightful Presence. Each creature of
Huge Undead, Chaotic Evil Voragheel's choice that is within 120 feet of
him and aware of him must succeed on a DC
19 Wisdom saving throw or become
frightened for 1 minute.
Armor Class 18 (natural armor)
Hit Points 256 (19d12 + 133) Vampiric Breath (Recharge 5–6). Voragheel
Speed 40 ft., climb 40 ft., fly 80 ft. exhales crimson gas in a 60-foot cone. Each
STR DEX CON INT WIS CHA creature in that area must make a DC 21
26 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 20 (+5) Constitution saving throw. On a failure, a
creature takes 63 (18d6) necrotic damage and
is poisoned for 1 minute. On a success, a
Saving Throws Dex +8, Con +13, Wis +8, creature takes half as much damage and isn’t
Cha +11 poisoned.
Skills Perception +14, Stealth +8
Damage Resistances necrotic Legendary Actions
Damage Immunities poison Voragheel can take 3 legendary actions,
Condition Immunities charmed, choosing from the options below. Only one
exhaustion, frightened, poisoned legendary action option can be used at a time
Senses darkvision 120 ft., passive and only at the end of another creature's turn.
Perception 24 Voragheel regains spent legendary actions at
Languages Common, Draconic the start of his turn.
Challenge 19 (22,000 XP)
Proficiency Bonus +6 Detect. Voragheel makes a Wisdom
(Perception) check.
Legendary Resistance (3/Day). If Voragheel
fails a saving throw, he can choose to succeed Blood Drain (Costs 2 Actions). Voragheel makes
instead. a Bite attack against a creature that he is
grappling or who is incapacitated, restrained,
Sunlight Hypersensitivity. Voragheel takes 20 or willing. On a hit, the creature’s hit point
radiant damage when he starts his turn in maximum is reduced by an amount equal to
sunlight. While in sunlight, he has the necrotic damage taken, and Voragheel
disadvantage on attack rolls and ability checks. regains hit points equal to that amount. The
target dies if this effect reduces its hit point
Unusual Nature. Voragheel doesn't require air, maximum to 0. A Humanoid slain in this way
food, drink, or sleep. and then buried in the ground rises the
following night as a vampire spawn under
Actions Voragheel’s control.
Multiattack. Voragheel can use his Frightful
Presence. He then makes one Bite attack and Sanguine Eclipse (Costs 3 Actions). Voragheel
two Claw attacks. beats his blood-soaked wings, summoning a
vortex of shadow and blood in a 20-foot
Bite. Melee Weapon Attack: +14 to hit, reach 10 sphere centered on himself. Each creature in
ft., one target. Hit: 19 (2d10 + 8) piercing that area must make a DC 22 Dexterity saving
damage plus 7 (2d6) necrotic damage. throw. On a failure, a creature takes 15 (2d6 +
8) necrotic damage and is blinded until the end
Claw. Melee Weapon Attack: +14 to hit, reach 5 of its next turn. On a success, a creature takes
ft., one target. Hit: 15 (2d6 + 8) slashing half as much damage and isn’t blinded.
damage. Additionally, the area is filled with magical
darkness for 1 minute or until Voragheel uses
Tail. Melee Weapon Attack: +8 to hit, reach 20 Sanguine Eclipse again. Voragheel isn’t
ft., one target. Hit: 17 (2d8 + 8) bludgeoning affected by this darkness.
damage.

that gave him new life, Voragheel’s resurrection calculated, relentless assaults. He favors surprise
was not as a creature of flesh and bone but as a attacks under the cover of darkness,
being of death and darkness. His scales meticulously selecting targets that weaken the
shimmering with a crimson sheen and his eyes vampires’ infrastructure. Despite his aggressive
burning with the malice of the damned, he was approach, Voragheel is also pragmatic,
reborn as a vampiric dragon with an insatiable recognizing when to disengage and regroup,
thirst for vengeance and blood. ensuring his survival and the preservation of his
growing army. Each victory against the
Tactics Shepherds not only boosts his army's ranks with
Voragheel employs strategic acumen, new vampire spawn but also destabilizes the
methodically assembling an Undead force by fragile balance of power structures among the
converting his vanquished adversaries into dark faction, setting the stage for a climactic
vampire underlings. His goal is clear: to erode showdown that could forever alter the
the Shepherds' grip on nocturnal supremacy supernatural order.
and challenge their authority through
Voragheel’s Lair creature can use an action to repeat the
saving throw, ending the effect on itself on a
The mausoleum that once served as Voragheel's success.
tomb has now become his unholy sanctum—the
Sanguine Crypt. Enhanced by the vampiric
dragon's powers, it now serves as his command Regional Effects
center. The crypt, protected by shadow barriers The region containing Voragheel’s lair is warped
and necrotic traps, houses a network of by the dragon’s magic, which creates one or more
catacombs guarded by his Undead army. At its of the following effects:
core lies a ritual chamber that amplifies
Voragheel's strength and his bond with his • Within a 6-mile radius of the lair, daylight is
minions. This stronghold spreads the dragon’s dimmed as if perpetually at dusk. Shadows
corrupting influence to the surrounding lands, cast within this area are deeper and move
withering vegetation and enveloping the area in subtly of their own accord, disorienting
a sinister mist. Scouts, dispatched from hidden travelers and obscuring the path ahead.
exits, conduct surveillance and attacks on • Unsettling whispers fill the air within 3 miles
Shepherd targets, ensuring Voragheel's presence of the lair, especially during the night. These
is felt far beyond the crypt's walls. whispers are the tormented voices of
Voragheel's past victims, sowing madness
Lair Actions and fear. Creatures that spend more than an
On initiative count 20 (losing initiative ties), hour exposed to the whispers must succeed
Voragheel takes a lair action to cause one of the on a DC 18 Wisdom saving throw or gain a
following effects; the dragon can’t use the same level of exhaustion from restless paranoia.
effect two rounds in a row: • The land within 1 mile of the lair becomes
blighted, with soil turning a deep crimson as
• Horrifying specters of past sacrifices rise if soaked with blood. Vegetation withers, and
from the floor and swarm the living. Each water sources become tainted, appearing as
non-Undead creature within the crypt must blood. The area is a beacon for Undead and
succeed on a DC 15 Wisdom saving throw or creatures with a taste for blood, who are
be frightened for 1 minute. A creature drawn to the lair and become more
frightened in this way is paralyzed with fear. aggressive while on the desecrated ground.
A frightened creature can repeat the saving
throw at the end of each of its turns, ending
the effect on itself on a success.
• Shadowy vapors rise from the floor at a point
that Voragheel can see within 120 feet of
himself. This shadow miasma spreads around
corners, and its area is lightly obscured. It
lasts until initiative count 20 on the next
round. Any non-Undead creature that starts
its turn within the miasma must succeed on a
DC 13 Constitution saving throw or be
poisoned until the end of its turn. While
poisoned in this way, a creature is
incapacitated.
• The lair's walls and floors pulsate and exude
torrents of blood, seeking to ensnare and
drain intruders. Blood tendrils lash out at up
to three creatures of Voragheel’s choice that
he can see within 120 feet of himself. Each
creature must succeed on a DC 18 Strength
saving throw or be restrained by the tendrils.
At the start of its turn, a restrained creature
takes 2d8 necrotic damage and is pulled up to
10 feet towards the nearest wall. A restrained
D20 DICE

10+ Undying Megabosses


10+ Profane Lairs - each with
Innovative Mechanics!
Innovative Player Death & Resurrection
Mechanics
Undead Grafting System
75+ Unholy Monsters
50+ Craftable Items
10+ Otherwordly Familiars
12+ Dark Subclasses
40+ Mystical Spells
6+ Haunting Races
Setting Agnostic Adventures
Playable at Multiple Levels &
A LEGENDARY Campaign
Arc for Levels 1 through 10!
10+ Premium Megaboss
Miniatures

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