Volrath, the Fallen

Medium humanoid (shapechanger), chaotic evil


  • Armor Class 17 (Natural)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 18 (+4) 26 (+8) 16 (+3) 12 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing damage from non-silver weapons
  • Condition Immunities charmed, frightened, poisoned
  • Senses darkvision 120ft., passive Perception 13
  • Languages Common, Pherixian
  • Challenge 22 (41,000 XP)

Contemplation. Whenever Volrath successfully casts a 1st level or higher spell, he regains 25 (3d12 + 6) hit points.

Master Shapechanger. Volrath can use his action to polymorph into a Small or Medium creature he has seen, or back into his true form. His statistics, other than its size, are the same in each form. Any equipment he is wearing or carrying merges into his new form and functions as normal. He reverts to his true form if he dies.

Spellcasting. Volrath is a 18th level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, and +15 to hit with spell attacks). Volrath has the following spells prepared:

  • Cantrips (at will): Eldritch Blast, Vicious Mockery
  • 1st level (4 slots): Hellish Rebuke, Hex
  • 2nd level (3 slots): Enthrall, Misty Step
  • 3rd level (3 slots): Animate Dead
  • 4th level (3 slots): Evard's Black Tentacles
  • 5th level (3 slots): Dominate Person
  • 6th level (1 slot): Mass Suggestion
  • 7th level (1 slot): Force Cage
  • 8th level (1 slot): Dominate Monster
  • 9th level (1 slot): Power Word Kill

Actions

Legacy Weapon. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 14 (2d10 + 3) bludgeoning damage and 27 (6d8) force damage and bright red energy leaps from the target to two creatures of Volrath's choice within 10 feet of it. The additional creatures must make a DC 18 Dexterity saving throw or take 27 (6d8) force damage. If force damage from this weapon reduces a creature to 0 hit points, it is disintegrated.

Line of Disintegration (Recharge 6, while the Legacy Weapon is equipped). A bright red ray shoots out in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw. On a failed save, the target takes 110 (20d6 + 40) force damage. If this damage reduces a creature to 0 hit points, it is disintegrated.

A disintegrated creature and everything its wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This effect automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If a Huge or larger object or creation of force is within the beams area, this effect disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

Shrillsmith (Recharge 6, while the Hivestone is equipped). Volrath can create 2 (1d4) Metallic Shrill. The shrill appear in an unoccupied space within 10 feet of the creator, and acts as an ally of its creator.

Reactions

Mana Leak (Recharge 5-6). Volrath can innately cast Counterspell at will as a 5th level spell.

Legendary Actions

Volrath can take 3 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. Volrath regains spent legendary actions at the start of his turn.

Move. Volrath moves up to his speed without provoking opportunity attacks.

Cantrip. Volrath can cast a cantrip spell.

Recharge Legacy Weapon (Costs 2 Actions, 2/day). Volrath can expend 5 spell slot levels to recharge the Legacy Weapon.

Volrath's Curse (Costs 2 Actions). Volrath targets a creature within 60 feet that he can see. The target must succeed on a DC 23 Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect doesn't function at the start of the target's next turn. The paralyzation lasts as long as Volrath maintains concentration, up to 1 minutes (as if concentraiting on a spell).

Endless Scream (Costs 3 Actions). Volrath releashed an ear-splitting scream, that fills a 30-foot-radius sphere centered on him for the duration. The sound spreads around corners. Any unfriendly creatures within range must make a DC 23 Constitution saving throw. On a failed save, they become deafened while within the area and paralyzed for 1 round. The scream lasts as long as Volrath maintains concentration and takes no other actions, up to 1 minute (as if concentraiting on a spell). Friendly creatures or creatures under his control that are within range, and can hear Volrath, while they remain within range they gain a +1 bonus to damage rolls for every 3 rounds that Volrath has kept the scream active.

Volrath's Minions


Raging Goblin

Small humanoid (goblinoid), chaotic evil


  • Armor Class 15 (Leather)
  • Hit Points 1
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 7 (-2) 8 (-1) 8 (-1)

  • Skills Stealth +6
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Common, Goblin
  • Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the goblin can move up to its speed toward a hostile creature that it can see.

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Reckless. At the start of its turn, the goblin can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage.


Metallic Shrill

Medium construct (shapechanger, shrill), unaligned


  • Armor Class 15 (Natural)
  • Hit Points 1
  • Speed 30 ft., burrow 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 8 (-1) 3 (-4)

  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone
  • Senses darkvision 120 ft., tremorsense 60 ft., passive Perception 9
  • Languages -
  • Challenge 1 (200 XP)

Living Construct. The shrill is immune to disease. It does not need to eat or breathe, but can ingest food and drink if it wishes.

Magical Weapons. The shrill's weapons attacks are magical.

Actions

Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8 + 3) slashing damage.


Mogg Bombers

Medium humanoid (goblinoid), chaotic evil


  • Armor Class 17 (Studded Leather)
  • Hit Points 1
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 7 (-2) 8 (-1) 8 (-1)

  • Skills Stealth +8
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Common, Goblin
  • Challenge 2 (450 XP)

Actions

Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage.

Reactions

Boom! When the goblin is within 10 feet of another creature, it can reduce its hit points to 0. Each creature with a 15-foot-radius must make a DC 15 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

Volrath's Traps


Arcane Ward

Simple trap (level 11-16, deadly threat)


This trap is floating magical glyph, that is invisible. It is enchanted with two attack cantrips (Eldritch Blast, Frostbite, Infestation, Lightning Lure, or Vicious Mockery) to ward off creatures, and is considered a 11th level caster with a +12 Spell Attack bonus and a Spell Save DC of 18.


  • Initiative 10 and 20 (fast)

  • Trigger. This trap activates as soon as any creature steps within 5 feet of the ward, and it remains active while any creature is within 120 feet of it.

  • Effect. When a creature triggers the ward, it immediately attacks the creature with a cantrip.
  • When a hostile creature's movement provokes an opportunity attack from the ward, it can use its reaction to cast a cantrip at the creature.
  • Once activated, it is no longer invisible and instead sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

  • Countermeasures. A DC 18 Intelligence (Arcana) check, once it has been revealed, to render it inert for 1 minute. A 1-foot-radius corona of magical energy appears, that will begin to flash when the ward reactivates.

When using Arcane Ward, if there are more than one in the encounter, roll initiative for each one separately. They act on that initiative instead.


Electrified Floor

Simple trap (level 11-6, deadly threat)


This trap consists of a 20-foot-by-20-foot area floor pannel that is electrified, covered with leaves and dirt. This type of trap is useful for blocking off the entrance to a monster lair and usually has narrow, safe ledges along its sides.


  • Trigger. Anyone stepping in the area triggers the floor.

  • Effect. The triggering creature must make a DC 15 Dexterity saving throw, taking 25 (5d10) lightning damage and being knocked prone on a failed save, or half as much damage on a successful one.
  • The area becomes difficult terrain. When a creature moves into or within the area, it takes 6 (3d4) lightning damage for every 5 feet it travels.

  • Countermeasures. A DC 18 Wisdom (Perception) check reveals the floor pannel. A 1-foot wide ledge around the edge of the pannel is safe to cross.

Volrath's Lieutenants


Tahngarth

Large monstrosity, chaotic evil


  • Armor Class 16 (Studded Leather)
  • Hit Points 120 (14d10 + 42)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 6 (-2) 16 (+3) 9 (-1)

  • Saves STR +8, CON +7, WIS +7
  • Skills Perception +7
  • Damage Resistances Bludgeoning, Piercing, and Slashing Damage
  • Senses Darkvision 60 ft., Passive Perception 17
  • Languages Abyssal, Common
  • Challenge 7 (2,900 XP)

Aggressive. As a bonus action, the minotaur can move up to its speed toward a hostile creature that it can see.

Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.

Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

Multiattack. The minotaur makes two attacks.

Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 19 (2d12 + 6) slashing damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 15 (2d8 + 6) piercing damage.

Bonus Actions

Tunnel Fighter. As a bonus action, the minotaur can enter a defensive stance that lasts until the start of its next turn. While in a defensive stance, the minotaur can make opportunity attacks without using its reaction, and it can use its reaction to make a melee attack against a creature that moves more than 5 feet while within its reach.


Selenia, Dark Angel

Medium celestial, lawful evil


  • Armor Class 20 (Plate, Shield)
  • Hit Points 136 (16d8 + 64)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

  • Saving Throws WIS +9, CHA +9
  • Skills Insight +9, Perception +9
  • Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened
  • Senses Darkvision 120 ft., Passive Perception 9
  • Languages All, Telepathy 120 ft.
  • Challenge 10 (5,900 XP)

Angelic Weapons. The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Celestial Fortitude. If damage reduces the angel to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is necrotic. On a success, the angel drops to 1 hit point instead.

Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The angel makes two attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 18 (4d8) radiant damage.

Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) bludgeoning damage plus 18 (4d8) radiant damage. If the target is Large or smaller, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Reactions

Parry. The angel adds 4 to its AC against one melee attack that would hit it. To do so, the angel must see the attacker and be wielding a melee weapon.

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