Monster
Venger
Outside your table’s allowed sources
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.
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