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Homebrew, Ravenloft: Denizens of Darkness (3.5e)

Vorlog Knight CR: 9

Medium humanoid, usually chaotic evil
Armor Class: 18 (Plate Armor)
Hit Points: 65 (10d8 + 20)
Speed: 30 ft

STR

20 +5

DEX

13 +1

CON

14 +2

INT

11 +0

WIS

11 +0

CHA

17 +3

Skills: Deception +7, Insight +4, Perception +4, Persuasion +7, Stealth +5
Damage Resistances: Necrotic; Bludgeoning, Piercing, & Slashing damage with nonmagical attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned, Paralysis, Unconscious
Senses: Darkvision 60', Passive Perception 12
Languages: Any one language
Challenge Rating: 9 ( 5000 XP)
Proficiency Bonus: +4

Wisdom Drain. The vorlog can touch a humanoid creature & force it to make a DC 15 Charisma saving throw. On a failure, the creature takes a Wisdom score penalty of 3 (1d6) points & has disadvantage on Wisdom saving throws made against the vorlog. This effect ends when the creature completes a long rest. On a success, the creature is immune to this vorlog's Wisdom Drain feature for the next 24 hours.

  • The vorlog can only have one creature under the effect of the Wisdom Drain at a time.

Regeneration. The vorlog regains 5 hit points at the start of its turn if it has at least 1 hit point & isn't in sunlight or running water. If the vorlog takes radiant damage or damage from holy water, this trait doesn't function at the start of the vorlog's next turn.

Tearful Escape. When it drops to 0 hit points outside its resting place, the vorlog dissolves into a puddle of tears instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While in tearful form, the vorlog has a 20' movement & climb speed. It also can squeese through any gap or opening that is not watertight. While it has 0 hit points in tearful form, it can't revert to its humanoid form, & it must reach a dark place within 2 hours or be destroyed. Once in a dark place, it reverts to its humanoid form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Vorlog Weaknesses. The vorlog has the following flaws:

  • Holy Symbol Aversion. If a creature presents a holy symbol of any good aligned deity, the vorlog must make a Charisma saving throw or be turned as if by a cleric's Turn Undead feature. The DC can be set by the creature's passive Intelligence (Religion), a Charisma (Performance) check, or any other means determined appropriate by the DM.
  • Sunlight Hypersensitivity. The vorlog takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls & ability checks.

Actions

Multiattack. The vorlog makes two melee attacks.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5', one target. Hit: 7 (1d4 + 5) bludgeoning damage.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5', one target. Hit: 12 (2d6 + 5) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400', one target. Hit: 6 (1d10 + 1) piercing damage.

Charm. The vorlog targets one humanoid it can see within 30' of it. If the target can see the vorlog, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed by the vorlog. The charmed target regards the vorlog as a trusted friend to be heeded & protected. Although the target isn't under the vorlog's control, it takes the vorlog's requests or actions in the most favorable way it can, & it is a willing target for the vampire's bite attack.

Each time the vorlog or the vorlog's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vorlog is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the vorlog can utter a special command or warning whenever a nonhostile creature that it can see within 30' of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear & understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Bonus Actions

Enrage Beasts (1/Day). All beast creatures within 50' of the vorlog must succeed on a DC 15 Wisdom saving throw or become enraged. Enraged creatures attack the nearest creature to themselves on their turn, including the vorlog. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.

Reactions

Parry. The vorlog adds 2 to its AC against one melee attack that would hit it. To do so, the vorlog must see the attacker & be wielding a melee weapon.

Suggested Environments

Any climate; any terrain, often subterranean


Created by

Baron_Imperious2.

Statblock Type

Monster

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