THE SHARED REFERENCE Adventurer

Monster

Venger

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Official reference · AU · 2014

Creature type
Fiend
Size
Medium
Armor class
19
Hit points
202 (27d8 + 81)
Speed
Walk 30 ft., Fly 30 ft.
Challenge rating
17
Alignment
Neutral Evil
Strength
18
Dexterity
20
Constitution
16
Intelligence
17
Wisdom
14
Charisma
21
Passive Perception
18
Initiative
+17
Skills
arcana: +9; deception: +11; intimidation: +11; perception: +8
Languages
Abyssal, Common, Infernal
Resistances
cold, fire, lightning, poison
Condition Immunities
poisoned

Traits

Fiendish Restoration

If Venger dies, his body dissipates into crimson dust, and he gains a new body in 1d10 days, reviving with all his Hit Points somewhere in one of his lairs.

Legendary Resistance (3/Day, or 4/Day in Lair)

If Venger fails a saving throw, he can choose to succeed instead.

Magic Resistance

Venger has Advantage on saving throws against spells and magical effects.

Mounted Adept

While Venger is mounted, he and his mount have Advantage on Dexterity saving throws, and Venger can force an attack targeting his mount to target him instead. Venger can't use this trait if he has the Incapacitated condition.

Actions

Multiattack

Venger makes three attacks, using Crimson Claw or Crimson Blast in any combination.

Crimson Claw

Melee Attack: +11, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 10 (3d6) Fire damage.

Crimson Blast

Ranged Attack: +11, range 120 ft. Hit: 24 (3d12 + 5) Force damage.

Legendary action uses: 3 (4 in its lair). 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

Booming Censure

Wisdom Saving Throw: DC 19, one creature Venger can see within 60 feet. Failure: 14 (4d6) Psychic damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.

Crimson Strike

Venger makes one Crimson Claw or Crimson Blast attack.

Magic-Binding Chains

Dexterity Saving Throw: DC 19, one creature Venger can see within 30 feet. Failure: The target has the Restrained condition until the end of its next turn. While Restrained, the target can't take the Magic action. Success or Failure: Venger can't take this action again until the start of his next turn.

Spellcasting

Venger casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 19):

At will: Detect Magic, Invisibility, Mage Hand, Silent Image

2/day each: Alter Self, Contact Other Plane, Create Undead, Dimension Door

1/day each: Control Weather, Imprisonment

Telekinesis (2/Day)

Venger casts Telekinesis, using the same spellcasting ability as Spellcasting.

2/day: Telekinesis

Protective Magic

Venger casts Counterspell or Shield in response to the spell's trigger, using the same spellcasting ability as Spellcasting.

At will: Counterspell, Shield

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