Vokodo

Huge monstrosity, chaotic evil


Armor Class
20 (natural armor)
Hit Points
237 (40d8 + 80)
Speed
25 ft., swim 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 13 (+1)

Saving Throws
Dex +6, Int +9, Wis +6
Skills
Arcana +9, History +9, Perception +10, Stealth +6
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
fire
Senses
blindsight 30 ft., darkvision 120 ft., passive Perception 20
Languages
telepathy 120 ft.
Challenge
12 (8,400 XP)

Amphibious.
Vokodo can breathe air and water.

Spellcasting. Vokodo is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Vokodo has the following wizard spells prepared: Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp
1st level (4 slots): detect magic, identify, shield, witch bolt.
2nd level (3 slots): darkness, detect thoughts, misty step, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots): dimension door, Evard’s black tentacles
5th level (3 slots): geas, scrying
6th level (1 slot): chain lightning

Actions

Multiattack. Vokodo makes three attacks: two with its bite and one with its tentacles or three with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 8 (1d12 + 2) fire damage.

Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the Vokodo’s turns. and Vokodo can’t use its tentacles on another target.

Hypnosis. Vokodo projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by Vokodo for 1 minute. While charmed in this way, the target tries to get as close to Vokodo as possible, using its actions to Dash until it is within 5 feet of Vokodo. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against Vokodo’s Hypnosis for 24 hours.

Reactions

Spell Reflection. If Vokodo makes a successful saving throw against a spell, or a spell attack misses it, Vokodo can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of Vokodo If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Lair Actions

On initiative count 20 (losing initiative ties), Vokodo takes a lair action to cause one of the effects described below:

  • Vokodo uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn’t need to see the effect’s point of origin.
  • Vokodo casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.

 

 

Vokodo (hard mode)

Vokodo

Huge monstrosity, chaotic evil


Armor Class
20 (natural armor)
Hit Points
425 (50d12 + 100)
Speed
25 ft., swim 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 20 (+5) 15 (+2) 13 (+1)

Saving Throws
Dex +8, Int +11, Wis +8
Skills
Arcana +11, History +11, Perception +14, Stealth +8
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
fire
Senses
blindsight 30 ft., darkvision 120 ft., passive Perception 24
Languages
telepathy 120 ft.
Challenge
20 (25,000 XP)

Amphibious. Vokodo can breathe air and water.

Legendary Resistance (3/Day). If Vokodo fails a saving throw, it can choose to succeed instead.

Spellcasting. Vokodo is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Vokodo has the following wizard spells prepared:

Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, misty step, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots): dimension door, Evard’s black tentacles
5th level (3 slots): geas, scrying
6th level (1 slot): chain lightning

Molten Body. Melee damage dealt to Vokodo deals 11 (2d10) fire damage to an attacking creature or twice as much if the attack is an unarmed strike.

Actions

Multiattack. Vokodo makes three attacks: two with its bite and one with its tentacles or three with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) slashing damage plus 13 (2d10 + 2) fire damage.

Tentacles. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the Vokodo’s turns. and Vokodo can’t use its tentacles on another target.

Hypnosis. Vokodo projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by Vokodo for 1 minute. While charmed in this way, the target tries to get as close to Vokodo as possible, using its actions to Dash until it is within 5 feet of Vokodo. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against Vokodo’s Hypnosis for 24 hours.

Reactions

Spell Reflection. If Vokodo makes a successful saving throw against a spell, or a spell attack misses it, Vokodo can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of Vokodo If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Legendary Actions

The vokodo can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vokodo regains spent legendary actions at the start of its turn.

Bite. Vokodo makes a Bite attack against a creature.

Reflexive Magic. Vokodo can use its Spell Reflection to cast a reflected spell of 4th level or lower.

Lair Actions

On initiative count 20 (losing initiative ties), Vokodo takes a lair action to cause one of the effects described below:

  • Vokodo uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn’t need to see the effect’s point of origin.

  • Vokodo casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.

  • A location 10 ft. in diameter of Vokodo’s choosing is suddenly super-heated, dealing anyone within the radius 7 (3d4) fire damage. This damage cannot be resisted or blocked except due to natural fire resistances.

 

 

Regional Effects

The island surrounding Vokodo’s lair is warped by the creature’s presence, creating the following effects:

  • Vokodo is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, Vokodo can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren’t.

  • Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence (Investigation) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in Vokodo’s lair 1 hour later. If the creature later goes to the Vokodo’s lair, its lost possessions stand out in its perception and are easily recovered.

  • Entrances to Vokodo’s lair have an enchantment that Vokodo can activate or suppress at any time while it’s in its lair and not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward Vokodo’s location (the target doesn’t realize it’s heading toward a creature). The target moves toward Vokodo by the most direct route. As soon as it can see Vokodo, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.

  • With a thought (no action required), Vokodo can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).

If Vokodo dies, these regional effects end immediately.

Art credit: jacobtm92 | DeviantArt