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Velkyn Shadowblade

Larcenist

Velkyn has a secondary, more-secretive plan for the guild, to provide him a powerful network which will help protect him from the drow who are hunting him for his previous actions in The Underdark. This goal is onlyknown however to Velkyn's innermost circle.  

Velkyn Shadowblade CR: 11

Medium humanoid, neutral evil
Armor Class: 17 (Studded Leather)
Hit Points: 150 (20D8+60)
Speed: 30 ft

STR

14 +2

DEX

21 +5

CON

16 +3

INT

12 +1

WIS

14 +2

CHA

13 +1

Saving Throws: Dexterity +9, Constitution +7, Wisdom +6
Skills: Deception +9, Insight +10, Perception +6, Stealth +13
Senses: Darkvision 120ft., Passive Perception 16
Languages: Common, Elvish and Undercommon
Challenge Rating: 11

Innate Spellcasting. Velkyn casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):

  • At will: dancing lights, darkness.
  • 1/Day each: faerie fire, levitate (self only).
Lolth's Devotee (2/Day). Velkyn has the ability to cast Find Familiar without the need for any material components. The familiar he summons takes the form of shimmering, purple and silver giant wolf spider and uses the appropriate stat block. In addition, he knows the Poison Spray cantrip (spell save DC 14). Wisdom is his spellcasting modifier for this spell.   Lolth's Votary (1/Day). Velkyn has ability to cast Web with this trait (spell save DC 14). The strands of his web appear purple and silvery in colouration as opposed to a conventional spider's web. Wisdom is his spellcasting modifier for this spell. In addition, she has advantage on saving throws against being poisoned.


Devil's Sight. Magical darkness doesn't impede Velkyn's darkvision.   Fey Ancestry. Velkyn has advantage on saving throws against being charmed, and magic can't put him to sleep.   Sunlight Sensitivity. While in sunlight, Velkyn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Velkyn makes three Shadow Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. He can also use Innate Spellcasting to cast darkness.   Shadow Sword. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 7D6+5 necrotic damage.   Hand Crossbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 1D6+5 piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.   Summon Shadow Demon (1/Day). Velkyn attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, he takes 1D10 psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.     BONUS ACTIONS   Shadow Step. While in dim light or darkness, Velkyn teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see that is also in dim light or darkness. He then has advantage on the first melee attack it makes before the end of the turn.

Current Location
Species
Elf
Ethnicity
Children
Aligned Organization

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