Velkyn Shadowblade
Larcenist
Velkyn Shadowblade CR: 11
STR
14 +2
DEX
21 +5
CON
16 +3
INT
12 +1
WIS
14 +2
CHA
13 +1
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).
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.
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