Vankodek, the Patched (5e Creature)

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Vankodek the Patched

medium humanoid (drow), chaotic neutral


Armor Class 15
Hit Points 300 (30d6 + 200)
Speed 40 ft, climbing 40 ft


STR DEX CON INT WIS CHA
19 (+4) 20 (+5) 26 (+8) 30 (+10) 23 (+6) 17 (+3)

Saving Throws Con. +15, Int. +16, Wis. +13
Skills Arcana +17, History +17, Insight +13, Intimidation +9, Deception +9, Perception +13
Damage Resistances fire, cold
Damage Immunities necrotic, poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities exhaustion, poisoned, charmed, frightened, petrified
Senses darkvision 120 ft, truesight 30 ft, passive Perception 23
Languages common, undercommon, elvish, draconic, infernal
Challenge 28 (120,000 XP)


Legendary Resistance (3/Day). When Vankodek fails a saving throw, he can choose to succeed instead.

Special Equipment. Vankodek is equipped with the Necronomicon, an artifact level magic item that he has created, which can operate as both a spellbook and container of all Undead creatures in existence. This allows Vankodek's amount of prepared spells to increase by his proficiency modifier while having the knowledge of every Undead creature in existence. He also has made "the eye of the demonic dragon" and "arm of a demi-god" a part of his own physical body's construction, which grants him even greater powers.

Spellcasting. Vankodek is a 24th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Vankodek has the following wizard spells prepared:

Cantrips (at will): fire bolt, dancing lights, mage hand, prestidigitation, toll the dead, chill touch

1st level (5 slots): detect magic, disguise self, identify, feather fall

2nd level (4 slots): ray of enfeeblement, misty step, hold person, invisibility, blur

3rd level (3 slots): animate dead, bestow curse, counterspell, dispel magic, fireball, nondetection, vankodek's bloody stitches

4th level (3 slots): polymorph, fabricate, dimension door, greater invisibility, phantasmal killer

5th level (3 slots): vankodek's black widow, modify memory, teleportation circle, scrying, negative energy flood, hold monster, planar binding

6th level (3 slot): create undead, contingency, circle of death, drawmij's instant summons

7th level (2 slot): finger of death, teleport, power word: pain

8th level (2 slot): clone, abi dalzim's horrid wilting, demiplane, maddening darkness

9th level (1 slot): vankodek's chimeric transformation, time ragage, imprisonment, true polymorph, ambrosius' infinite tomb


Magic Resistance. Vankodek has advantage on saving throws against spells and other magical effects.

Magic Weapons. Vankodek's mutated weapons are magical.

Limited Magic Immunity. Vankodek is immune to any spell of 3rd level or lower.

War Caster. Vankodek has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage. Vankodek can perform the somatic components of spells even when he has weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from Vankodek, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Mage Slayer. A creature provokes an opportunity attack from Vankodek when they cast a spell while within her reach. Additionally, when Vankodek attacks a creature that is concentrating on a spell, that creature has disadvantage on the saving throw to maintain its concentration.

Immutable Form. Vankodek is immune to any spell that is not cast by him that would or effect that would alter his form.

Regeneration. Vankodek heals 20 hit points at the start of its turn as long as he has 1 hit point left as long as he.

Death's Sight. Magical darkness doesn't impede the Vankodek's darkvision.

Light Sensitivity. Abrupt exposure to bright light (such as sunlight) blinds Vankodek for 1 round. On subsequent rounds, he takes a –1 penalty on attack rolls, Search checks, and Spot checks as long as you remain in the affected area.

Summon Undead. Vankodek can use the spell "create undead" in order to form contracts with the different kinds of intelligent undead he has created and can create. It takes a minute for him to summon a contracted Undead.

Spider Climb. Vankodek can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, Vankodek knows the exact location of any other creature in contact with the same web.

Web Walker. Vankodek ignores movement restrictions caused by webbing.

Necrotic Absorption. Whenever Vankodek is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.

Necromancy Savant. The gold and time Vankodek must spend to copy a Necromancy spell into your spellbook is halved.

Grim Harvest. Once per turn when Vankodek kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. He doesn't gain this benefit for killing constructs or undead.

Undead Thralls. When Vankodek casts Animate Dead, he can target an additional corpse or pile of bones, creating another zombie, or skeleton, as appropriate. Whenever he creates an undead using a necromancy spell, it has additional benefits: • The creature's hit point maximum is increased by an amount equal to his wizard level. • The creature adds his proficiency bonus to its weapon damage rolls.

Inured to Undeath. Vankodek's hit point maximum can't be reduced.

Command Undead. Vankodek can use magic to bring undead under his control, even of those created by other Wizards. As an action, he can choose one undead that he can see within 60 feet of him. That creature must make a Charisma saving throw against his Wizard spell save DC. If it succeeds, he can't use the feature again. Intelligent undead are harder to control in this way. If the target has an intelligence of 8 or higher, ithas advantage on the saving throw. If it fails the faving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Marshal Undead. Undead creatures that are within 120 feet of Vankodek and are considered his allies have advantage on saving throws against effects that turn undead.

Undead Fortitude. If damage reduces Vankodek to 0 hit points, he must make a Constitution saving throw with a DC of 5 + half the damage taken, unless the damage is from a critical hit. On a success, Vankodek drops to 1 hit point instead.

Necrotic Strikes. Vankodek ignores other creature's resistance and immunity to necrotic damage.

Engangled within the Weave. Vankodek was born with an abnormal ability which allows him to cast two spells at the same time as long as they share the same "casting time". If both spells include concentration, he can only hold concentration on one of the spells.

Blessing of Lolth Because Merlin was preparing his 100 students to face the most powerful threats in history, he had made it so that each of them could make a contract, complete a task, or do something else in order to receive the blessing of a God. The only God who had wanted to bless Vankodek, was Lolth. The blessing grants the following benefits: Vankodek can take the Dash, Disengage, or Hide action as a bonus action and as an action Vankodek can cause four mangled arms of odd creatures to explode from his back, allowing him to make an extra 4 claw attacks when he uses his action to Multiattack.

Merlin's Student. Due to Vankodek's inhuman teachings from his near god-like teacher, Merlin Ambrosius, has allowed Vankodek to surpass the natural limits imposed upon humanoid creatures. Vankodek has no maximum Wizard level.

ACTIONS

Multiattack. Vandodek can use his Disgusting Visage before making two claw attacks and one bite attack.

Disgusting Visage. Each creature of the Vankodek's choice that is within 120 feet of them and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Vankodek's Disgusting Visage for the next 24 hours.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage and 5 (1d8) acid damage.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage.

REACTIONS

Parry Vankodek adds 7 to its AC against one melee attack that would hit it. To do so, Vankodek must see the attacker.

Hidden somewhere in the cold north of the country of Piriza on the continent of Ambrosius Merland, resides a hut that leads into the hidden residence of Vankodek the Patched. He is an ancient Wizard who is only alive due to his own experiments, mutations, and physical augmentations that he has done to himself over the many many years he has lived. He was raised and trained by the great Merlin Ambrosius, who allowed a talented child to surpass mortal limits while also making deals. He joined Merlin's group of 100 students who would later be known as the "100 Heroes". Although an event happened that led to the death of all of these students except 10 of them, Vankodek was one of those 10 who had survived. He is considered an anomaly even by the gods, and Lolth was lucky to form a link with him due to the other God's disgust of his unnatural existence. He continues his studies even now, staying secluded while forming a fun rumor of his existence that is considered a "wives tale" to tell children in order to keep them from sneaking away.

Vankodek Hellsun the Patched Madman was what he was called originally.



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