Shurrani The Fallen, The Corrupter

A powerful spirit who managed to bring him and his court to the Material Plane. They reside in his Floating Castle in the Passage of Caverns. He is a cruel spirit who delights in experimenting on weaker creatures and changing the world.

Physical Description

Body Features

Appearing like a man, he sat upon a throne of gold with silken black robes draped around him. What set him apart from regular humans was the curved black horns that sat on top of his head and two that are on his forehead which are smaller. Not only that, he had immense magical energy that swirled around him as if a cloud.   Four eyes, two on the top of his head, below the horns and then two more on the sides

Facial Features

Fair elven features

Mental characteristics

Personal history

Shurrani is a Chios Spirit who has been gaining some infamy by kidnapping mortals and other Spirits to work magical experiments on. He is considered a rising member of the spirit hierarchy, and it is believed it will not be long before he claims enough Essence to be considered a Chara Spirit.   It is unknown how but Shurrani managed to teleport his domain and "court" to Passage of Caverns. From here he began to work his designs on the lands surrounding it. Some even credit him with the creation of the Hodrim race but it is unknown how long he has been living in the material plane.

Relationships

Shurrani The Fallen, The Corrupter

estranged husband (Important)

Towards Sirnai "Spirit of Safe Journies, the River Huntry"

-3
-2

Honest


Sirnai "Spirit of Safe Journies, the River Huntry"

estranged wife (Important)

Towards Shurrani The Fallen, The Corrupter

1
0

Frank


History

During the Age of Spirits these two fell in love in their desire to enact change; although they often differed in their plans for it. Sirnai led other Spirits in journeys of personal growth and change, whereas Shurrani forced/deceived to get the changes he wanted.   When the Age of Mortals began Shurrani was forced back to the Eternal Domain while Sirnai stayed in the mortal plane.

Age
Immortal
Spouses
Siblings
Children
Gender
male
Eyes
dark blue
Hair
flaxen short
Height
7'1
Weight
250 lbs

Shurrani The Corrupter CR: 24

Large fey, spirit, chaotic evil
Armor Class: 18 (Natural Amor)
Hit Points: 315 (30d10 + 150)
Speed: 40 ft , fly: 60 ft

STR

22 +6

DEX

15 +2

CON

21 +5

INT

23 +6

WIS

21 +5

CHA

26 +8

Saving Throws: DEX +9, CON +12, WIS +12
Skills: Arcana +13, Deception +15, Insight +12, Perception +12, Persuasion +15
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision 120 ft, Passive Perception 22
Languages: Common, Spirital, Abyssal
Challenge Rating: 24

Shurrani’s spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components:

At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers

1/day: draconic transformation, greater invisibility

3/day: counterspell, darkness, dominate person, finger of death, telekinesis, crown of stars


Legendary Resistance (3/Day). If Shurrani fails a saving throw, he can choose to succeed instead.   Magic Resistance. Shurrani has advantage on saving throws against spells and other magical effects.   Magic Weapons. Shurrani’s weapon attacks are magical.

Actions

Multiattack. Shurrani attacks twice with Claw.   Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus the target must make a DC 15 Constitution saving throw or suffer 1 level of exhaustion. At the end of the targets turn they can make the save again to remove 1 level of exhaustion.

Legendary Actions

Shurrani 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. Shurrani regains spent legendary actions at the start of his turn.   Attack. Shurrani attacks once with a Claw.   Unnatural Sleep. Creatures within 100 feet of Shurrani fall under the effect of the sleep cast at level 9. Once Shurrani uses this feature he must recharge it by rolling 1d6, recharging it on a 6.   Unnatural Speed. Shurrani can cast haste on one target within 30 feet. This effect ends either after 1 minute or until he casts haste on another target.   Energy Drain. Targetting one creature within 30 feet, that creature must make a Constitution saving throw DC 23 or take 5d6 necrotic damage. Shurrani will gain hit points totaling the amount of damage taken.

Lair Actions

On initiative count 20 (losing initiative ties), Shurrani can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:   Shurrani casts the hold person spell on 1d4 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. this ends once another lair action is used.   Smooth surfaces within the lair become grow razor spines and thorns. Until a different lair action is used, creatures within the lair move as if suffering from difficult terrain.   Warping magic flies throughout the lair. 1d4 creatures of Shurrani's chose must make a Constitution saving throw DC 18 or suffer one random condition effect.

Shurrani’s principal lair is his Floating Castle that lies on a lake in the Passage of Caverns. It is constantly surrounded by storms but never seems bothered or moved by it.

Regional Effects

The region containing Shurrani’s lair is warped by his magic, creating one or more of the following effects: Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.   Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.   If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Shurrani table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.   If Shurrani dies, these effects fade over the course of 1d10 days.                                          

d100 Flaw (Lasts until Cured)
01–20 “People are just my toys to play with”
21–40 “Anyone who doesn’t do exactly what I say doesn’t deserve to live.”
41–60 “I shall rule and all should listen to me.”
61–80 “I should provide a pleasurable experience to others, at the expense of my own well being”
81–90 “My own pleasure is of paramount importance. Everything else, including social graces, is a triviality.”
91–00 “Only through experimentation, change, and chaos can I make the world in my image.”