Vlad Darkala Character in Waterdeep | World Anvil
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Vlad Darkala

Lich Medium Undead, Any Evil Alignment Armor Class 17 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft. STR 14 (+2) DEX 16 (+3) CON 16 (+3) INT 20 (+5) WIS 14 (+2) CHA 16 (+3) Saving Throws CON +10, INT +12, WIS +9 Skills Arcana +19, History +12, Insight +9, Perception +9 Damage Resistances Cold, Lightning, Necrotic Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Truesight 120 ft., Passive Perception 19 Languages Common plus up to five other languages Challenge 21 (33,000 XP) Proficiency Bonus +7   Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.   Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.   Spellcasting. The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:   Cantrips (at will): mage hand, prestidigitation, ray of frost   1st level (4 slots): detect magic, magic missile, shield, thunderwave   2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image   3rd level (3 slots): animate dead, counterspell, dispel magic, fireball   4th level (3 slots): blight, dimension door   5th level (3 slots): cloudkill, scrying   6th level (1 slot): disintegrate, globe of invulnerability   7th level (1 slot): finger of death, plane shift   8th level (1 slot): dominate monster, power word stun   9th level (1 slot): power word kill   Turn Resistance. The lich has advantage on saving throws against any effect that turns undead. Actions   Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions   The lich 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. The lich regains spent legendary actions at the start of its turn.   Cantrip. The lich casts a cantrip.   Paralyzing Touch (Costs 2 Actions). The lich uses its Paralyzing Touch.   Frightening Gaze (Costs 2 Actions). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.   Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Artifacts

  Blade of the Void Walker Weapon (shortsword), artifact (requires attunement)   There was once an adventurer named Kassadin. On one of his various adventures he came across an eldritch portal the unknown beckoned to him and he stepped in. Upon entering he witnessed things no mortal should ever witness. Enraptured by the madness he remained their for years until one day he left. He came to the normal plane and was transformed into a being of eldritch power. His weapon was infused with eldritch powers. When he died his weapon was lost to the world. You have a +3 bonus to attack and damage rolls made using this magic weapon. Null Sphere. Once attuned to this weapon you can cast the eldritch blast cantrip at will, using Charisma as your spellcasting ability. Nether Blade. You can use your bonus action to channel eldritch power through the sword for 10 minutes and when you attack a creature you deal an additional 2d10 force damage. Force Pulse. As an action you can blast a wave of force from the weapon in a 15-foot cone. Each creature within the cone must make a DC 16 Constitution saving throw. On a failed save the creature takes 2d10 force damage and gets pushed back 15 feet. On a successful save the creature takes half as much damage and are not pushed back. Riftwalk. As an action you can teleport to an unoccupied space you can see within 30 feet of you. Upon arrival each creature within 10 feet of you must make a DC 18 Dexterity saving throw, taking 3d10 force damage on a failed save or half as much damage on a successful one. Random Properties. The Blade of the Void Walker has the following random properties:   2 minor beneficial properties 1 major beneficial property 1 minor detrimental property     Destroying the Blade of the Void Walker. This blade can only be destroyed by the mental power of a Great Old One.

Physical Description

Apparel & Accessories

Robe of Enhancement: These robes augment the wearers strength by 3.

Specialized Equipment

    Staff, legendary (requires attunement by a Sorcerer, Warlock, or Wizard)   This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.   The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.   Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).   Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).   You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.   Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.   You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Social

Hobbies & Pets

Pseudodragon Tiny Dragon, Neutral Good Armor Class 13 (natural armor) Hit Points 7 (2d4 + 2) Speed 15 ft., fly 60 ft. STR 6 (-2) DEX 15 (+2) CON 13 (+1) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) Skills Perception +3, Stealth +4 Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13 Languages Understands Common and Draconic but can't speak them Challenge 1/4 (50 XP) Proficiency Bonus +2   Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.   Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.   Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language. Actions   Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.   Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Divine Classification
Demigod
Children

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