Vorus the Black Flame (5e Creature)

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Vorus[edit]

gargantuan dragon, chaotic good


Armor Class 22 (natural armor)
Hit Points 616 (30d10+261)
Speed 60ft.,fly 120ft, burrow 60ft, climb 60ft


STR DEX CON INT WIS CHA
30 (+10) 18 (+4) 29 (+9) 24 (+7) 20 (+5) 30 (+10)

Saving Throws Dex +11, Con +18, Int +16, Wis +14, Cha +18
Skills Acrobatics +15, Arcana +29, Athletics +21, Deception +21, Insight +16, Intimidation +27, Perception +24, Performance +21, Persuasion +21, Sleight of Hand +15, Stealth +26, Survival +16
Damage Resistances Thunder, Poison, Ice
Damage Immunities Fire, Radiant
Condition Immunities Charmed, Frightened, Exhaustion
Senses passive Perception 33., truesight 120ft
Languages Draconic, Common
Challenge 40 ( XP)


Draconic might. vorus's weapon attacks become magical and deal quadruple damage to objects and structures. When he hits a target with a melee attack, if the attack roll meets or exceeds the target's passive Strength (Athletics) score, vorus can push the creature up to 10 feet away, or 20 feet away if his mythic trait is active

Fiery Rebirth (mythic trait; once per rest). If the greatwyrm dies, its body burns away in a pile of ashes. Its body then reforms from these ashes at the start of its next turn, resetting to maximum hit points, ending any spells of its choice on itself, and becoming active again. When this happens, each creature that can see the greatwyrm must succeed on a DC 27 Constitution saving throw or take 14(4d6) fire damage and be blinded until the end of the greatwyrm's next turn.

Shrug it off. At the start of each of its turns, vorus can end one condition on itself, provided he has at least one hit point

spreading magma. some of vorus's features might cause magma to burst forth from a surface, making it molten for a time. While molten, the surface is difficult terrain, and any creature that ends its turn while touching it takes 14(4d6) fire damage

ACTIONS

Multiattack. the greatwyrm can use its frightful presence. then it makes three attacks: one with its bite, and two with its claws.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 21 (2d10+10) piercing damage plus 13 (2d12) fire damage.

Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 19 (2d8+10) piercing damage plus 5 (1d10) radiant damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and restrained until this grapple ends. vorus can have only one creature grappled this way at a time

Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., two targets. Hit: 19 (2d8+10) bludgeoning damage. If the target is a creature, it must succeed on a DC 27 Strength saving throw or be knocked prone

Frightful Presence. Each creature of the greatwyrm's choice that is within 1 mile of the dragon and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the greatwyrm's Frightful Presence for the next 24 hours.

Breath Weapons. The dragon uses one of the following breath weapons.

Inferno Blast (recharge 4-6). Vorus blasts fire in a 300-foot cone. Each creature and object in that area takes 261 (44d12) fire damage on a failed DC 26 Dexterity save, or half as much damage on a successful one.

Vulnerability Breath. Vorus exhales a misty breath in a 150-foot cone. Every creature in the area must succeed a DC 26 Con saving throw or take away 10 points to every saving throw, attack roll, damage roll, and skill check, for one hour. Each creature except for Vorus that starts its turn while touching the mist takes 5 (1d10) force damage. The mist lasts for 5 minutes

Innate Spellcasting. Vorus's innate spellcasting is Charisma (spell save DC 25). he can innately cast the following spells:

At will: all spells below 5th level can be cast as a bonus action

10/day each: any 6th level spell

10/day each: any 7th level spell

9/day each: any 8th level spell

9/day each: any 9th level spell

5/day: 10th level spells slots can be used to quicken or empower spells up to 6th level

4/day: 11th level spell slots can be used to quicken or empower spells up to 7th level

3/day: 12th level spell slots can be used to quicken or empower spells up to 8th level

2/day: 13th level spell slots can be used to quicken or empower spells up to 9th level

1/day: 14th level spell slots can be used to add an extra 20 (4d10) to any spell up to 9th level


LEGENDARY ACTIONS

The Vorus can take 5 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 Vorus regains spent legendary actions at the start of its turn.

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