Szadek, Lord of Secrets

by TyphosTheD

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Szadek, Lord of Secrets

Vampire Lord, chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 346 (21d20 + 126)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 22 (+6) 16 (+3) 14 (+2) 19 (+4)

  • Saving Throws Constitution +14, Dexterity +14
  • Senses passive perception 12, darkvision 60 ft.
  • Damage Resistances Necrotic
  • Damage Immunities necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Languages Common, Draconic, Elvish

Legendary Resistance (3/Day). If the Szadek fails a saving throw, he can choose to succeed instead.

Vampiric Nature. If Szadek would deal damage to a creature, he may instead deal that damage in the form of a reduction to the creature's total hit points. If that reduction would drop the creature to 0 hit points, the creature immediately rises as a Vampire Spawn under Szadek's domination.

Only the effect of a Wish spell may reverse this effect.


Actions

Multiattack. Szadek makes three attacks with his longsword. He can substitute one longsword attack with the casting of a spell.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and the creature must succeed a DC 14 Constitution saving throw or take one point of Exhaustion.

Innate Spellcasting. Szadek's spellcasting ability is Charisma (spell save DC 17, +14 to hit with spell attacks). Szadek can cast the following spells, requiring no material components (italics denotes concentration).

  • At will: Disguise Self, Mirror Image, Phantasmal Force

  • 3/day each: Confusion, Invisibility

  • 1/day each: Dominate Creature

Bonus Actions

Wits End. As a bonus action Szadek may force creatures within 15 feet of him to succeed a DC 17 Wisdom saving throw or move up to their movement speed away from him, this movement does provoke attacks of opportunities.

Reactions

Infiltrator's Magemark. As a reaction to taking damage Szadek may turn to mist, moving up to his movement speed, if he passes through the space of any living creature, they take 2d6 necrotic damage as his gaseous form passes through them.

Villain Actions

Glimpse the Unthinkable. Szadek waves his hand, and creatures in a 30 foot cone must succeed a DC 17 Constitution saving throw or take 3d6 necrotic damage on a fail, half that on a save, and lose 1d4 spell slots of their lowest level if they have the ability to cast spells.

Shadow of Doubt. Szadek turns to mist, moving up to his movement speed to a point he can see, before pointing a finger at up to 3 creatures.

The creatures must succeed a DC 17 Wisdom saving throw or take 3d6 psychic damage and be stunned until the end of their next turn.

Seal of Doom. The round that Szadek drops to 1 hit point, he activates his magemark, causing a glyph to form on his forehead. His body becomes somewhat transparent, and for the next minute attacks have disadvantage to hit him.

Once per round, at the end of a creature's turn he may force a creature to succeed a DC 17 Dexterity saving throw or take 3d6 piercing damage as shards of energy appear around the creature, stabbing into it.

 

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