THE SHARED REFERENCE Adventurer

Monster

Valin Sarnaster

Outside your table’s allowed sources

Official reference · CM · 2014

Creature type
Undead
Size
Medium
Armor class
17 (natural armor)
Hit points
97 (13d8 + 39)
Speed
Walk 20 ft.
Challenge rating
16
Alignment
Lawful Evil
Strength
18
Dexterity
10
Constitution
17
Intelligence
11
Wisdom
18
Charisma
16
Passive Perception
14
Saving Throws
con: +8; int: +5; wis: +9; cha: +8
Skills
history: +5; religion: +5
Senses
darkvision 60 ft.
Languages
The languages it knew in life
Immunities
necrotic, poison, immune: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Vulnerabilities
fire

Traits

Magic Resistance

Valin has advantage on saving throws against spells and other magical effects.

Rejuvenation

While her heart remains in Alessia's body, Valin re-forms inside her sarcophagus, regaining all her hit points and becoming active again.

Actions

Multiattack

Valin can use her Dreadful Glare and makes one attack with her rotting fist.

Rotting Fist

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.

Dreadful Glare

Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of Valin's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.

Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.

Legendary actions

Attack

Valin makes one attack with her rotting fist or uses her Dreadful Glare.

Blinding Dust

Blinding dust and sand swirls magically around Valin. Each creature within 5 feet of Valin must succeed on a DC 16 Constitution saving throw or be blinded until the end of her next turn.

Blasphemous Word (Costs 2 Actions)

Valin utters a blasphemous word. Each non-undead creature within 10 feet of Valin that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of Valin's next turn.

Channel Negative Energy (Costs 2 Actions)

Valin magically unleashes negative energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can't regain hit points until the end of Valin's next turn.

Whirlwind of Sand (Costs 2 Actions)

Valin magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to her normal form. While in whirlwind form, Valin is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Valin remain in her possession.

Spellcasting

Valin Sarnaster is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Valin has the following cleric spells prepared:

Spell slots: 0: spells: sacred flame, thaumaturgy; 1: slots: 4; spells: command, guiding bolt, shield of faith; 2: slots: 3; spells: hold person, silence, spiritual weapon; 3: slots: 3; spells: clairvoyance, dispel magic; 4: slots: 3; spells: divination, dimension door; 5: slots: 2; spells: contagion, scrying; 6: slots: 1; spells: harm

Lair actions

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

  • Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
  • Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
  • Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in Valin's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.

Regional effects

Valin's tomb is warped in any of the following ways by the creature's dark presence:

  • Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled—wine turning to vinegar, for instance.
  • Divination spells cast within the lair by creatures other than Valin have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
  • A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.

If Valin is destroyed, these regional effects end immediately.

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