Rahadin
Medium Elf, Chamberlain, Lawful Evil
Armor Class 18 (Studded Leather Armor)
Hit Points 135 (18d8 + 54)
Speed:
45 ft
Fly: 40 ft
Saving Throws Dex +10, Con +7, Wis +7
Skills Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14
Damage Resistances Cold, Poison
Condition Immunities charmed, exhaustion, frightened
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 21
Languages Common, Elvish
Challenge Rating 12
Proficiency Bonus +4
Description
Credit to
Aarndalfor this modified statblock.
Rahadin's spellcasting ability is Intelligence (spell save DC 14). He has the following spells prepared, and can cast them with no components:
3/day: dispel magic, misty step, phantom steed
1/day: darkness, feather fall, nondetection
Special Equipment. Rahadin wears a ring of water walking, a cloak of the bat, and a pair of boots of the winterlands.
Fey Ancestry. Rahadin has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Magic Resistance. Rahadin has advantage on saving throws against spells and other magical effects.
Buoyed by Darkness. Rahadin has a flying speed of 40 ft. when in dim light or darkness.
Mask of the Wild. Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, and other natural phenomena.
Deathly Choir. Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. Any creature of Rahadin's choice that can hear the screams and starts its turn within 10 feet of him has its speed reduced by 10 feet until the start of Rahadin's next turn.
Soul Thirst. When he reduces a creature to 0 hit points, Rahadin can gain temporary hit points equal to half the creature's hit point maximum. When Rahadin has temporary hit points from this ability, he has advantage on attack rolls.
Actions
Multiattack. Rahadin makes three attacks with his scimitar, or twice with his poison darts.
Silver Scimitar. Melee Weapon Attack. +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage plus 4 (1d8) necrotic damage. If the target takes the necrotic damage dealt by this attack, it can't regain hit points until after the start of Rahadin's next turn.
Poisoned Dart. Ranged Weapon Attack. +10 to hit, range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 5 (2d4) poison damage.
Deathly Crescendo (Recharge 4-6). Using a bonus action, Rahadin forces all creatures that can hear his Deathly Choir to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much on a successful one.
Eerie Whispers. As a bonus action, Rahadin can force any creature that he can see and can hear his Deathly Choir to succeed on a DC 16 Wisdom saving throw or become frightened of Rahadin until the start of his next turn.
Weapon Bond. Rahadin can take a bonus action to teleport his scimitar to his hand.
Reactions
Parry and Counter. Rahadin adds 4 to his AC against one melee or ranged weapon attack that would hit him. To do so, he must be able to see the attacker or sense it with his blindsight. If the attack misses, Rahadin can make one melee weapon attack against the attacker if it is within his reach.
Legendary Actions
Rahadin can take 3 legendary actions, choosing from the choices below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Rahadin regains spent legendary actions at the start of his turn.
Detect. Rahadin makes a Wisdom (Perception) check.
Quick Step. Rahadin moves up to his speed without provoking opportunity attacks.
Weapon Attack (Costs 2 Actions). Rahadin makes a weapon attack.