Vanifer, Prophet of Fire

by Ultor

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Vanifer, Prophet of Fire

Medium humanoid (tiefling), neutral evil


  • Armor Class 17 (mage armor)
  • Hit Points 245 (30d8 + 120)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 22 (+6)

  • Saving Throws Dex +11, Con +10, Wis +10, Cha +13
  • Skills Arcana +9, Intimidation +13, Deception +13, Perception +10, Persuasion +13, Performance +20
  • Damage Resistances cold
  • Damage Immunities fire
  • Condition Immunities charmed
  • Senses Blindsight 30 ft., Darkvision 60 ft., passive Perception 20
  • Languages Common, Ignan, Infernal
  • Challenge 224 (62,000 XP)
  • Proficiency Bonus +7

Funeral Pyre. When Vanifer drops to 0 hit points, her body is consumed in a flash of fire and smoke. Anything she was wearing or carrying is left behind among ashes.

Investiture of Flame. A creature that moves within 5 feet of Vanifer for the first time on a turn or ends its turn there takes 5 (1d10) fire damage. Vanifer may spend 5 ft of movement to teleport from one Ignited space to another that she can see within 30 feet.

Legendary Resistance (3/Day). If Vanifer fails a saving throw, she can choose to succeed instead. When she does so, all Ignited creatures and spaces within 30 feet of her are doused.

Actions

Multiattack. Vanifer makes three Tinderstrike attacks.

Tinderstrike. Melee or Ranged Weapon Attack: +16 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d4 + 7) piercing damage plus 13 (2d6 + 6) fire damage, and the target is Ignited.

Fireball (5th Level Spell) 90 ft. range, 20 ft. radius sphere, DC 21 Dexterity saving throw. A target takes 35 (10d6) fire damage on a failed save or half as much on a success.

Incinerate (7th Level Spell, 1/Day). Vanifer evokes concentrated primal flame at a target she can see within 90 feet. The target must succeed on a DC 21 Charisma saving throw, taking 41 (6d6 + 20) fire damage plus 41 (6d6 + 20) force damage on a failure. The target is disintegrated if this damage leaves it with 0 hit points. A Huge or smaller nonmagical object or a creation of magical force is automatically disintegrated.

Cinder Cyclone (8th Level Spell, 1/Day, Concentration) Vanifer conjures a 60-foot-tall and 30-foot-radius column of cinders and flame within a point she can see within 120 feet. The area is heavily obscured, and all spaces within it are Ignited while the spell lasts.

On the end of each of Vanifer's turns, creatures within the area must make a DC 21 Dexterity saving throw, taking 36 (8d8) fire damage on a failure, or half as much damage on a success. A creature that fails the save by 5 or more is also Ignited. The radius of the area then grows by 10 feet, up to a maximum of 60 feet.

Bonus Actions

Set Ablaze. A target creature or space Vanifer can see within 60 feet is Ignited. A creature can attempt a DC 21 Dexterity saving throw, not becoming Ignited on a success.

Reactions

Cinder Shield. As a reaction to being targeted with a melee attack, Vanifer forces the attacker to succeed on a DC 21 Dexterity saving throw or become Blinded until the end of its next turn, and Ignite.

Ignite Magic. As a raction to a creature Vanifer can see within 60 feet casting a spell, she forces the target to make a DC 21 Chasrisma saving throw. On a failure, the target takes 5 (1d10) fire damage per level of the spell cast and is Ignited. On a success, the target takes half as much damage and is not Ignited.

Imix's Rebuke (1/Day). When Vanifer is reduced below 123 hit points, she ends all conditions on herself, and releases a blast of flame around herself. Each creature in a 30-foot-radius must make a DC 21 Dexterity saving throw, taking 22 (4d10) fire damage and being Ignited on a failure, or half as much damage on a success, and must succeed a DC 21 Strength saving throw or be pushed 15 feet away and knocked Prone.

Villain Actions

Vanifer has four villain actions. She can take each action once during an encounter after an enemy creature’s turn. She can take these actions in any order but can only use one per round.

Action 1: Pyromantic Attunement. Up to three creatures Vanifer can see within 120 feet must succeed on a DC 21 Charisma saving throw or lose any fire resistance that it has for the hour. A creature that fails this save by 5 or more also suffers disadvantage on the next Dexterity saving throw it makes in the next minute.

Action 2: Heat Wave. A wave of superheated air emanates in a 60-foot cube from Vanifer. Each creature in the area must make a DC 21 Constitution saving throw. On a failure, the creature becomes Poisoned until the end of its next turn, and must expend two Hit Dice, or take 11 (2d10) damage and gain two levels of Exhaustion if it cannot.

Action 3: Flamedance. Vanifer erupts into a flaming vortex and moves up to 120 feet without provoking attacks of opportunity. She can move through other creatures' spaces, and along vertical surfaces during this movement, and Ignites all spaces she moves through. When she move into a creature's space for the first time, it must make a DC 21 Dexterity saving throw, taking 11 (2d10) fire damage and being Ignited on a failure, or half as much damage on a success.

Action 4: Soulfire Finale. Each Ignited creature within 120 feet of Vanifer must succeed on a DC 21 Charisma saving throw or be forced to spend half of its total Hit Dice, taking damage equal to the total rolled. If it cannot, it gains levels of Exhaustion equal to the number of Hit Dice it could not roll, but cannot pass 5 levels. Vanifer gains temporary hit points equal to the total damage dealt to all creatures affected.

Lair Actions

On initiative count 20 (losing initiative ties), Vanifer takes a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:

  • Wall of Fire. A wall of fire on a appears on a solid surface within 120 feet. The wall is 20 feet high, and 1 foot thick, and is either 60-foot-long or a ringed wall up to 20 feet in diameter. The wall is opaque and lasts until initiative count 20 on the next round. When the wall appears, each creature within its area must make a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failure, or half as much damage on a success. A creature repeats the saving throw when it enters the wall's area for the first time on a turn, or ends it's turn within 5 feet of the wall.

  • Hypnotic Pattern. A 30-foot cube within 120 feet swirls with a twisting pattern of colors. Each creature in the area who sees the pattern must succeed a DC 15 Wisdom saving throw or become Charmed until the end of its next turn. While Charmed, the creature is Incapacitated and has a speed of 0. The effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

  • Delayed Blast Fireball. Three glowing beads of fire appear at points within 150 feet. At initiative count 10, the beads explode in a 20-foot-radius sphere. Each creature in the area must make a DC 15 Dexterity saving throw, taking 28 (8d6) fire damage on a failure, or half as much damage on a success.

  • Animate Flame. A fire elemental appears in an unnocupied space within 90 feet.

Ignited

An Ignited creature takes 5 (1d10) fire damage at the start of each of its turns.

When a creature enters an Ignited space for the first time on a turn, or ends its turn there, it takes 5 (1d10) fire damage.

A creature within 5 feet can use an action to douse an Ignited creature or space.

Freeform Casting. Vanifer conjures an effect or attack that deals up to 70 damage, with a DC 21 or +12 attack bonus. The effect can have riders by sacrificing some of the damage.

 

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