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- Mel'dorath, Bane of Vannoth and Elvenkind
- Medium Fiend, chaotic evil
- Armor Class: 18 (natural armor)
- Hit Points: 195 (17d8+119)
- Speed: 40 ft. fly 40
- STR: 24 (+7)
- DEX: 16 (+3)
- CON: 24 (+7)
- INT: 16 (+3)
- WIS: 16 (+3)
- CHA: 22 (+6)
- Skills: Athletics +12, Intimidation +12
- Damage Resistances: fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Condition Immunities: poisoned
- Senses: darkvision 120 ft., passive Perception 13
- Languages: Abyssal, Common, Elvish, Infernal
- Challenge Rating: 10 (5,900 XP)
- Actions:
- Multiattack: Mel'dorath can make three attacks: one with his halberd, one with his claws, and one with his tail.
- Halberd: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 18 (2d10+7) slashing damage.
- Claws: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6+7) slashing damage plus 10 (3d6) fire damage.
- Tail: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d8+7) bludgeoning damage.
- Fire Breath (Recharge 5-6): Mel'dorath exhales fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
- Unholy Artifact: Blood of the Vannoth Children. Mel'dorath carries a vial of the blood of Vannoth children, which he can use as a bonus action to heal himself for 30 hit points.
- Anti-Elf Aura: Mel'dorath radiates an aura of malice towards elves. Elves within 30 feet of him have disadvantage on all attack rolls and saving throws.
- Innate Spellcasting: Mel'dorath's innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:
- At will: darkness, detect magic, detect thoughts, dispel magic, fireball, levitate
- 2/day each: dimension door, fly, wall of fire
- Legendary Actions:
- Mel'dorath can take 3 legendary actions per round, 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. Mel'dorath regains spent legendary actions at the start of its turn.
- Attack: Mel'dorath makes one attack with his halberd, claws, or tail.
- Flame Burst (Costs 2 Actions): Mel'dorath unleashes a burst of flames in a 20-foot radius around him. Each creature in that area must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- Vanish (Costs 2 Actions): Mel'dorath magically teleports up to 60 feet to an unoccupied space he can see.
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