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Dragon Age

Vex CR: 20?

Medium humanoid (dunmer), any
Armor Class: 17 (bonemold, breastplate +1)
Hit Points: 216 (+120 temporary hitpoints)
Speed: 40 ft

STR

22 +6

DEX

22 +6

CON

16 +3

INT

16 +3

WIS

16 +3

CHA

16 +3

Saving Throws: Dex +12, Wis +10, Cha +10
Damage Resistances: Force (investiture bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities: Charmed, exhausted, frightened
Senses: truesight 30 ft., darkvision 60 ft.
Languages: Common, dunmerish, infernal
Challenge Rating: 20?

Vex is a 18th-level spellcaster with Charisma as spellcasting ability. His Spell attack = 1d20+9 and his spell save DC = 17. He can cast the following spells:  

Spell Level Spell Name Attack/Saving Throw, Range, Concentration Effect(s)
At will Misty Step Sacred Lyrium Range = 60 ft. 4d8 force dmg
Steel wind strike (recharge (3-6)) Range = 30 ft., 5 targets, melee spell attack, end at 5 ft. from a target 6d10 force dmg per target, cannot be same target multiple times
3/day Dimension Door Counterspell Reaction, range = 60 ft. Cancel lvl 3 spells
Destructive Wave AOE sphere, r = 30 ft., CON save Fail = 5d6 thunder and 5d6 force dmg, suc = 1/2 dmg
Telekinesis Conc up to 10 min (BONUS ACT. for Vex), range = 60 ft., spell ability check contested by STR CHECK Move object/creature (max = Huge) 30 ft. per round and is Restrained, contest repeated
Pillars of force Conc up to 1 min, range = 60 ft., WIS SAVE, save repeated at start of turn otherwise dmg Fail = restrained & 6d8 force dmg
1/day Geas Casting time = 1 min, duration = 30 days, WIS SAVE Charmed special (see spell)
Prismatic spray AOE 60 ft. cone, DEX SAVE, 1d8 on colour of ray + if a demon spawns from it
Earthquake Conc up to 1 min, AOE circle r = 100 ft., CON SAVE, Fail = Prone, has can create fissures and has additional effects on buildings


Legendary Resistance Vex can choose to automatically succeed one Saving Throw caused by a magical effect.
Arium Infused Vex is always under the effects of the "Investiture of Force" (altered version of the flame spell). This makes him shed bright light in a 30 ft. radius and dim light for another 30 ft. All creatures that come within 5 ft. of him for the first time on a turn or end it there, receive 1d10 force damage. Additionally, he has an additional attack (see attacks Line of Force) and gains resistance to force damage (included at Resistances).
Infuse oncemore Vex can once per day infuse himself with Arium, Lyrium or Aria again. This gives him 120 temporary hitpoints.

Actions

Vex can choose 3 attacks from below:

Strike of Fenris Melee Weapon attack: +12 to hit, reach 5 ft., one target. Hit: 2d8 slashing damage and 4d8 force damage.
Misty step Teleport upto 30 ft. that
Steel wind strike (2 attacks, recharge 3-6) See spell table
Line of Force A line of 5x15 ft. of purple radiance extends from Vex. Each creature caught in the line must succeed a DEX SAVE or receive 4d8 force damage. On a successful save, the creatures receive half the damage.

Legendary Actions

Vex has 3 Legendary actions per turn and can choose from the options below:

  • Cast a spell (2 actions)
  • Teleport 60 ft.

Battle plan

Created by

OmeWillem.

Statblock Type

Monster

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