Vish Kal, Blood Arbiter Species in Other Realms | World Anvil
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Vish Kal, Blood Arbiter

As far as their servants and allies are left to believe, the dragonlords and their broods dominate every inch of Tarkir, and nowhere is free from their clawed grip. But high in the Qal Sisma mountains, a single vampire by the name of Vish Kal claims a stronghold independent of even the dragonlords. Even the Artaka brood and the Temur-Frontier do not hunt here, for fear of the Blood Arbiter's judgement and sentencing.   Watcher from the Peaks Vish Kal is an ancient vampire, almost as old as the dragonlords, but is not of the native race of Kheru vampires. Vish Kal's progenitor was a strange visitor from an infinitely distant land, one who Vish Kal has not seen since. Vish Kal has lived almost all of his un-life in the highest peaks of the Qal Sisma range, separate from the rest of Tarkir, an aloof and forbidding judge in a world ruled mostly by instinct.   Code of the Arbiter In ancient times, and in a Takir where Ugin fell to Nicol Bolas, Vish Kal was and is an ancient presence in the lives of Tarkir's people. A presence rarely seen but always felt, the races of Tarkir treat Vish Kal with a universal respect, seeing the vampire as an impartial judge and moral guide. Vish Kal himself feeds only from those who openly flaunt his strict code of ethics; the same ancestral code Tarkir's culture developed centuries ago, and which Vish Kal has held since his life as a human. For those with roots in the past, Vish Kal's presnece holds the line, and his decisions are always fair. For those with an eye towards the future, he is a remnant of times past, and a blight which restricts the growth of Tarkir as a whole.   Vengeful Revenant In a world where Ugin survived his wounds with the help of Sarkhan Vol, and here dragons hunt freely, Vish Kal's position is tenuous, and his independence strongly defended. Vis Kal no longer freely hunts the night as he once did, passing judgement on those who break with tradition. Now, the dragon broods have destroyed Tarkir's heritage and culture, and Vish Kal holds them responsible for what he sees as the death of the true Tarkir. Vish Kal sits on a throne carved from the rock of one of Qal Sisma's highest mountains, in armor crafted from the bones of a now-extinct brood which he personally hunted don and exterminated. His people, both the cultures of Tarkir to which once belonged and the other vampires of his kind, are as dead as the dragons hose skull's he displays as trophies. No he sits and waits, feeding eah night indiscriminately, having long ago judged all that remains of Tarkir as guilty beyond redemption.   Vish Kal, Blood Arbiter's Lair In a Tarkir without dragons, Vish Kal has no lair, instead hunting the skies over all of Tarkir and only returning to his mountain home at the first sign of dawn. In a Tarkir where the dragonlords reign, Vish Kal's lair is high in the Qal Sisma mountains, on a plateau which centuries ago was the roost of a now-extinct breed of dragons. When encountered in his lair, Vish Kal, Blood Arbiter has a Challenge Rating of 19 (22,000 XP.)   Lair Actions On imitative count 20 (losing initiative ties), Vish Kal, Blood Arbiter takes a lair action to cause one of the following effects; Vish Kal can't use the same effect two rounds in a row
  • Vish Kal vanishes in a puff of black smoke, immediately reappearing in any unoccupied space of his choice within his lair.
  • The bones of dragons which Vish Kal keeps as trophies suddenly animate, flying from the walls, razor sharp claws and teeth bared, filling a 20-foot cube centered on a point of Vish Kal's choice. Each creature which starts its turn in the cube or enters it for the first time on its turn must make a DC 18 Dexterity saving throw, taking 3d6 slashing damage on a failed save, or half as much on a success. This effect ends after one minute, or if Vish Kal dies, is knocked unconscious, uses a bonus action to end the effect, or uses this lair action again.
  • Vish Kal creates two duplicates of himself, each of which acts at the end of his turn. The duplicates have the same statistics as Vish Kal, except that each has a number of hit points equal to half of Vish Kal's remaining hit points (rounded down). The duplicates remain until reduced to 0 hit points, until Vish Kal uses another lair action, or until Vish Kal dismisses them as an action. If a duplicate is reduced to 0 hit points it disappears, and Vish Kal takes 10d8 psychic damage.
Regional Effects The region containing Vish Kal's lair is warped by the vampire's magic, which creates one or more of the following effects  
  • The sky within 10 miles of Vish Kal's lair is covered with clouds, preventing any sunlight from coming through, as if it were perpetually nighttime.
  • Vish Kal automatically detects the presence and number of any living creatures within a day's travel of his lair, but not their location.
  • Vish Kal can automatically cast the scrying spell three times per long rest while in his lair. Vish Kal is considered to have firsthand knowledge of any creature on Tarkir for the purposes of determining the bonus granted to saving throws against this spell. Creatures which have previously failed this saving throw or whom Vish Kal has personally met have disadvantage on this saving throw.
   

Vish Kal, Blood Arbiter

As far as their servants and allies are left to believe, the dragonlords and their broods dominate every inch of Tarkir, and nowhere is free from their clawed grip. But high in the Qal Sisma mountains, a single vampire by the name of Vish Kal claims a stronghold independent of even the dragonlords. Even the Artaka brood and the Temur-Frontier do not hunt here, for fear of the Blood Arbiter's judgement and sentencing.


Armor Class20 (natural)
Hit Points 30d8+120
Speed30 ft.Fly 50 ft.
Strength22 (+6)
Dexterity17 (+3)
Constitution19 (+4)
Intelligence18 (+4)
Wisdom18 (+4)
Charisma14 (+2)
Saving ThrowsStrength d20+12 Intelligence d20+10 Wisdom d20+10
SkillsAthletics d20+12 Insight d20+10 Perception d20+10
Damage ResistancesNecroticBludgeoningPiercing
Slashing
SensesDarkvision 120 ft.Passive Perception 20
LanguagesCommon
Challenge17 (18,000 XP)
Special 1Instant EscapeWhen he drops to 0 hit points outside his resting place,Vish Kal automatically teleport's to his resting place instead of falling unconscious.
Once in his resting place, he is paralyzed until he regains at least 1 hit point.After spending 1 hour in his resting placewith 0 hit points, he regains 1 hit point
Special 2Legendary Resistance (3/day)If Vish Kal fails a saving throw,he can choose to succeed instead
Special 3LifelinkWhen Vish Kal hits a creature with a weapon attack,he regains hit points equal to the damage dealt
Special 4RegenerationVish Kal regains 15 hit points at the start of his turnif he has at least 1 hit point and isn't in sunlight.
If Vish Kal takes radiant damage,this trait doesn't function at the start of Vish Kal's next turn
Special 5Vampire WeaknessVish Kal has the following flaws
Weakness 1ForbiddanceVish Kal can't enter a residence without an invitation from one of the occupants
Weakness 2Stake to the HeartIf a piercing weapon made of wood is driveninto Vish Kal's heart while Vish Kal is incapacitated in his resting place,
Vish Kal is paralyzed until the stake is removed
Weakness 3Sunlight HypersensitivityVish Kal takes 15 radiant damage when he starts his turn in sunlight.While in sunlight, he has disadvantage
on attack rolls and ability checks
Weakness 4Thirst for BloodAt the end of each long rest,if Vish Kal hasn't fed from at least one creature
since the end of his last long rest,Vish Kal suffers from one level of exhaustion
Action 1MultiattackVish Kal makes four attacks,only one of which can be a bite attack
Action 2Unarmed StrikeMelee Weapon Attack d20+12 to hit
Reach 5 ft., one targetHit 4d8+6 bludgeoning damage.Instead of dealing damage,Vish Kal can grapple the target (escape DC 20).
Action 3BiteMelee Weapon Attack d20+12 to hit
Reach 5 ft., one target that is grappled by Vish Kal,incapacitated, or restrainedHit 1d6+6 piercing damageplus 4d8 necrotic damage.
The target's hit point maximum is reduced by an amount equalto the necrotic damage taken,and Vish Kal's Paralyzing Gaze automatically recharges.The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0,and VIsh Kal's Strength and Dexterity scoreseach increases by 3 until the end of his next long rest
Action 4CrushVish Kal strains his muscles,squeezing down tightly on the creature he
is currently grappling with,forcing it to make a DC 20 Strength saving throw.On a failed save, the target takes 6d10 bludgeoning damage,and for 1 minute its movement speed is halved and it has a disadvantage
on Strength and Constitution saving throws,the target takes half as much damage,and suffers no other effect.An affected creature can repeat the saving throw
at the start of each of its turns,ending the effect on a success
Action 5Paralyzing Gaze (Recharge 5-6)Vish Kal forces one creature within 60 feet that hecan see and that can see him make
a DC 18 Charisma saving throw, on a failed savebecoming paralyzed for 1 minute.A paralyzed creature can repeat the saving throwat the start of each of its turns,
ending the effect on a success
Legendary ActionsVish Kal, Blood Arbiter 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.Vish Kal regains spent legendaryactions at the start of his turn
Legendary Action 1MoveVish Kal moves up to this speed without provoking opportunity attacks
Legendary Action 2Unarmed StrikeVish Kal makes one unarmed strike
Legendary Action 3Bite (Costs 2 Actions)Vish Kal makes one bite attack
Legendary Action 4Paralyzing Gaze (Costs 3 Actions)VIsh Kal uses his paralyzing gaze if it is charged;otherwise, Vish Kal's Paralyzing gaze automatically recharges

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