Vakul
Medium Demigod, Lawful Good
Armor Class 20 (Unarmored Defense)
Hit Points 330 (30d8+90)
Speed:
60 ft.
Fly: 90 ft.
Saving Throws Dex +12, Con +11, Wis +11, Cha +14
Damage Immunities Cold
Languages Common, Celestial, Primordial, and Draconic
Challenge Rating 21
Proficiency Bonus 7
Cantrips (unlimited uses)
Frostbite (Evocation): Causes cold damage and disadvantage on the next weapon attack.
Ray of Frost (Evocation): Shoots a frigid beam causing cold damage and slowing the target.
Mage Hand (Conjuration): Creates an invisible spectral hand for manipulation.
Guidance (Divination): Grants an ally a bonus to their next ability check.
Spare the Dying (Necromancy): Stabilizes a dying creature.
1st Level Spells
Ice Knife (Conjuration): Throws an ice shard that explodes and deals cold damage.
Cure Wounds (Evocation): Restores hit points to a creature you touch.
Bless (Enchantment): Adds bonuses to allies' attack rolls and saving throws.
Shield (Abjuration): Creates a magical barrier, adding +5 to AC.
2nd Level Spells
Hold Person (Enchantment): Paralyzes a humanoid enemy.
Misty Step (Conjuration): Teleports 30 feet to an unoccupied space.
Lesser Restoration (Abjuration): Cures diseases or conditions like blindness or paralysis.
Dragon's Breath (Transmutation): Grants an ally the ability to exhale an elemental breath attack.
3rd Level Spells
Counterspell (Abjuration): Stops a spell being cast.
Sleet Storm (Conjuration): Causes a storm of freezing rain and makes terrain difficult.
Revivify (Necromancy): Brings a creature back to life if they've died within the last minute.
Haste (Transmutation): Doubles speed, gives a bonus to AC, and allows an extra action.
4th Level Spells
Ice Storm (Evocation): Calls down a storm of hail to damage and slow enemies.
Freedom of Movement (Abjuration): Grants immunity to restraints and paralysis effects.
Death Ward (Abjuration): Protects a creature from death once, leaving them at 1 HP.
Dimension Door (Conjuration): Teleports you and one willing creature up to 500 feet.
5th Level Spells
Cone of Cold (Evocation): Blasts enemies with freezing air, dealing cold damage.
Greater Restoration (Abjuration): Ends various negative effects such as exhaustion or curses.
Wall of Ice (Evocation): Creates a massive wall of ice to block or damage foes.
6th Level Spells
Heal (Evocation): Instantly restores 70 hit points to a creature.
True Seeing (Divination): Grants the ability to see things as they actually are.
Sunbeam (Evocation): Fires a radiant beam of light that blinds and damages enemies.
7th Level Spells
Plane Shift (Conjuration): Teleports you and others to a different plane of existence.
Regenerate (Transmutation): Grants fast healing and restores missing body parts.
8th Level Spells
Control Weather (Transmutation): Alters weather conditions over a large area.
Sunburst (Evocation): Radiates blinding sunlight that damages undead and evil creatures.
9th Level Spells
Time Stop (Transmutation): Freezes time briefly, allowing you to take extra turns without interference.
Wish (Conjuration): The most powerful spell, allowing you to alter reality in almost any way.
Draconic Resilience
As a dragon sorceress, Vakul has toughened scales that give her a natural armor bonus. Her AC equals 20 without needing to wear armor.
Silver Dragon Form
Once per long rest, Vakul can take on her true form: a Silver Dragon Greatwyrm for 1 hour. In this form, her stats change to those of a Great Wyrm, gaining all legendary actions, breath weapons, and other abilities associated with that form.
Sorcerer Metamagic (6/Day)
- Twinned Spell: Vakul can target a second creature with a single-target spell.
- Quickened Spell: Vakul can cast a spell that normally has a casting time of 1 action as a bonus action.
Mercy Monk Abilities (Ki 16)
- Hand of Healing: Vakul can use a ki point to heal a creature she touches for 1d8 + her Wisdom modifier (once per turn).
- Hand of Harm: Vakul can channel ki into her strikes, dealing an additional 1d8 + Wisdom modifier in necrotic damage on a hit (once per turn).
- Hand of Ultimate Mercy: Vakul can touch a creature and spend 5 ki points to return them to life as per the Raise Dead spell.
Legendary Resistance (3/Day)
If Vakul fails a saving throw, she can choose to succeed instead.
Lay on Hands (5/Day)
Vakul can restore up to 100 hit points to herself or another creature as an action. She can divide the healing between creatures.
Actions
Multiattack: Vakul makes three unarmed strikes or two spell attacks.
Unarmed Strike:
Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 11 (1d10+5) bludgeoning damage.
Frost Breath (Recharge 5-6)
Vakul exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 60 (12d8) cold damage on a failed save, or half as much on a successful one.
Teleport (At Will)
Vakul magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Reactions
Counterspell (3/day)
When a creature casts a spell within 60 feet of Vakul, she can cast Counterspell to attempt to stop the spell.
Legendary Actions
Vakul 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. Vakul regains spent legendary actions at the start of her turn.
Quickened Spell: Vakul casts a spell of 3rd level or lower as a bonus action.
Wing Attack (Costs 2 Actions): Vakul beats her wings, each creature within 10 feet must succeed on a DC 20 Dexterity saving throw or take 10 (2d6 + 4) bludgeoning damage and be knocked prone.
Lair Actions
When in her personal dimension, Vakul can use the following lair actions:
Shifting Time: Vakul can cause the flow of time to slow or quicken in a 60-foot radius. All creatures except herself must make a DC 20 Wisdom save or be affected by either Slow or Haste (her choice) for 1 minute.
Reflective Space: Vakul can create mirror duplicates of herself that last until dispelled, granting disadvantage on attacks against her.
The Bar at the End of Time
Regional Effects
The region containing a legendary silver dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon’s or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.
Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.
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