Valindra Shadowmantle

Tomb of Annihilation p. 58

Tamaño
Mediano
Tipo
undead
Alineamiento
neutral malvado
CA
17 (natural armor)
Puntos de golpe
135 (18d8+54)
Velocidad
walk 30 ft.
Salvaciones
Con +10, Int +12, Wis +9
Habilidades
Arcana +19, History +12, Insight +9, Perception +9
Resistencias
cold, lightning, necrotic
Inmunidades
poison; bludgeoning, piercing, slashing from nonmagical attacks
Inmunidad a estados
charmed, exhaustion, frightened, paralyzed, poisoned
Sentidos
truesight 120 ft.
Percepción pasiva
19
Idiomas
Common, Abyssal, Draconic, Dwarvish, Elvish, Infernal
Desafío
21
FUE
11
+0
DES
16
+3
CON
16
+3
INT
20
+5
SAB
14
+2
CAR
16
+3

Rasgos

Mask

As a bonus action, Valindra can mask her shriveled flesh and appear to be a living elf. This magical illusion lasts until she ends it as a bonus action or until she uses her Frightening Gaze legendary action. The effect also ends if Valindra drops to 30 hit points or fewer, or if dispel magic is cast on her.

Preparation

When preparing her spells, Valindra can swap out any spell on her list of prepared spells for another wizard spell of the same level.

Legendary Resistance (3/Day)

If Valindra fails a saving throw, she can choose to succeed instead.

recharge

3/DAY

Rejuvenation

If destroyed Valindra gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance

Valindra has advantage on saving throws against any effect that turns undead.

Spellcasting

Valindra is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Valindra has the following wizard spells prepared:

  • Cantrips (at will): mage hand, prestidigitation, ray of frost
  • 1st level (4 slots): detect magic, magic missile, shield, thunderwave
  • 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image
  • 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
  • 4th level (3 slots): blight, dimension door
  • 5th level (3 slots): cloudkill, scrying
  • 6th level (1 slots): disintegrate, globe of invulnerability
  • 7th level (1 slots): finger of death, plane shift
  • 8th level (1 slots): dominate monster, power word stun
  • 9th level (1 slots): power word kill

Acciones

Paralyzing Touch

Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Acciones legendarias

Legendary Actions (4/Turn)

Valindra can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Valindra regains spent legendary actions at the start of its turn.

recharge

4/TURN

Cantrip

Valindra casts a cantrip.

Paralyzing Touch (Costs 2 Actions)

Valindra uses her Paralyzing Touch.

Frightening Gaze (Costs 2 Actions)

Valindra fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Valindra's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions)

Each non-undead creature within 20 feet of Valindra must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Conjuros

mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill

Espacios de conjuro

0,4,3,3,3,3,1,1,1,1

Otros datos

description

Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition.

A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.

Biography: Valindra Shadowmantle works for Szass Tam, the most powerful lich among the Red Wizards of Thay, though she is not a Red Wizard herself. She found the heart and converted it into a base to use while her minions search for the Soulmonger. Her orders from Szass Tam are to seize control of the Soulmonger, if possible, or destroy it otherwise. Valindra created a teleportation circle inside the heart that she uses to travel instantly to and from Thay (where her phylactery is safely stored), to deliver reports to Szass Tam and pick up new instructions.

Characters who explore the Heart of Ubtao are certain to meet Valindra. She's considered the possibility that adventurers might cross her path, and she won't necessarily be hostile toward them. Her mission is to seize the Soulmonger by any means; if adventurers can help her achieve that, she'll use them.

With her ability to appear as a living elf, Valindra can easily conceal her lichdom and her association to Thay. She presents herself as a scholarly wizard who wants to "imprison" the Soulmonger; that way, its unique magic can be studied while it's safely quarantined from the world. She argues that destroying it should be a last resort.