Vaskalamaldus (5e Creature)

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Huge beast, unaligned

Armor Class 23 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 45 ft.

24 (+7) 16 (+3) 22 (+6) 12 (+1) 19 (+4) 8 (-1)

Saving Throws Str +14, Dex +10, Con +13, Wis +11
Skills Athletics +14, Intimidation +6, Perception +11, Stealth +10, Survival +11
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion, frightened
Senses darkvision 120 ft., passive Perception 21
Challenge 22 (41,000 XP)

Aggressive. As a bonus action, Vaskalamaldus can move up to its speed toward a hostile creature he can see.

False Appaerance. While Vaskalamaldus remains motionless in darkness or dim light, he is indistinguishable from a tree.

Hunter’s Guile. Vaskalamaldus adds +10 to his initiative rolls.

Keen Sight and Smell. Vaskalamaldus has advantage on Wisdom (Perception) checks that rely on sight and smell.

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

Magical Nature. Vaskalamaldus's natural weapon attacks are magical.

Rampage. When Vaskalamaldus reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a beak attack.

Reckless. At the start of his turn, Vaskalamaldus can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of his next turn.

Relentless. If Vaskalamaldus takes 35 damage or less that would reduce it to 0 hit points, he must succeed a Constitution saving throw equal to 8 + the half the damage dealt. If he succeeds, he is reduced to 1 hit point instead. With each success, the DC increases by 2 until it becomes 26. The DC resets after a long rest.

Wounded Fury. While it has 100 hit points or less, Vaskalamaldus has advantage on attack rolls. In addition, it deals an extra 11 (2d10) damage to any target it hits with a melee attack.

Shadow Camouflage. Vaskalamaldus has advantage on Dexterity (Stealth) checks made to hide in dark or dim light area, or at night.


Multiattack. Vaskalamaldus uses his Frightful Presence. He then makes three beak attacks.

Beak. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 27 (3d12 + 7) piercing damage. If the target is a Medium or smaller creature, Vakalamaldus may choose to grapple the target. If so, the target must succeed a DC 22 Strength or Dexterity save or be grappled. Vaskalamaldus cannot use his beak against another target until the grapple ends. If the target is larger than a Medium creature or Vaskalamaldus chooses not to grapple it, the target suffers 10 (4d4) damage at the start of each of their turns due to blood loss.

Frightful Presence. Each creature of Vaskalamaldus's choice that is within 120 feet of Vaskalamaldus and aware of him must succeed on a DC 22 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 Vaskalamaldus's Frightful Presence for the next hour.

Call Ravens (Recharge 6). Vaskalamaldus lets out a mournful cry and calls a massive flock of ravens. Upon calling them, he can command this flock without expending any actions. This flock covers a 20-foot radius area, attacks any creature other than Vaskalamaldus within that area, is resistant to bludgeoning, piercing and slashing damage, and has 245 hit points and the ability scores of a swarm of ravens and an AC of 18 for the purposes of spell effects. At the beginning and end of their and Vaskalamaldus's turns, creatures within the flock take 16 (4d6 + 2) piercing damage, 9 (2d6 +2) piercing damage if the flock is at half its hit points, or 6 (1d6 + 2) if it's at a quarter of its hit points or lower.

Swallow. Vaskalamaldus makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Vaskalamaldus, and it takes 32 (9d6) acid damage at the start of each of Vaskalamaldus's turns.
If Vaskalamaldus takes 60 damage or more on a single turn from a creature inside it, Vaskalamaldus must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Vaskalamaldus. If Vaskalamaldus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.


Unbridled Fury. In response to being hit by a melee attack, Vaskalamaldus can make one melee weapon attack with advantage against the attacker.


Vaskalamaldus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of his turn.
Leap. Vaskalamaldus jumps 20 feet forward and 10 feet into the air to a space of his choice. Any creature within that space must succeed a DC 22 Dexterity saving throw or take X (5d6 + 7) bludgeoning damage and be knocked prone.
Bite (Costs 2 actions). Vaskalamaldus makes one beak attack or uses his Swallow action.
Wing Attack (Costs 2 actions). Vaskalamaldus beats his wings. Each creature within 10 feet of Vaskalamaldus must succeed on a DC 22 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone.

Magic takes many forms: from fiery blasts to divine retribution, there seems no end to the forms magic can take. Rarely, magic takes a form not unlike a virus, which must infect a host to house the hive. These hives often are excruciating and destructive, warping the host into a monstrous creature that cannot sustain itself as it would normally and must obliterate the local ecology to sustain the energetic needs of both it and the hive. To that end, these hosts are often mutated in fearsome ways, from simply making them bigger to completely altering them into the form of the previous host. While these beings are certainly deadly, few were as ferocious and unchallenged as the pterosaur known as the Raven King, Vaskalamaldus.
Warped and Twisted. Little is known about the life of the Raven King prior to his infection, but it is clear exactly what he was before. He would've been a pterosaur known as a titan crow; massive, black colored beasts are similar to quetzalcoatlus, though they are actually more closely related to tapejara. By far the largest Kaimeren pterosaur in terms of weight, titan crows are powerful that often dominate habitats without megatheropods and sport powerful, hooked beaks of which the upper jaw sharpens the lower whenever it closes. Despite their power and ferocity, they are actually fairly adverse to risk and prefer to fly as even a minor injury to the wing can ground them. Grounded titan crows often are highly dangerous and prone to become maneaters, which is likely what happened to the king. Once the king became infected by the viral magic, it warped him into a monster, hungry and rabid. It caused him to grow to massive size for his age, reaching adult size despite only being a subadult. By some quirk of fate, a flock of ravens became infected by the same strain as the pterosaur, acting as extensions of the hive and sort of familiars of the beast, bound to his bidding just as the King is bound to the bidding of the hive.
Death Walks on Broken Wings. After the infection set in and he was molded into the monster he is known as today, it wasn't long before he began his reign of terror in the logging villages of the northern Qajarith Republic. Soon, the King began to ravage the countryside with merciless and reckless abandon. Villages, caravans, platoons. None are safe from the Raven King. By day, the King returns to his lair to rest, recuperate, and settle. By night, he stalks the land in search of hapless victims to slaughter, killing far more than even his great apatite can handle. And towns are not safe from his rampages either: plenty have been laid ghostly quite as the bodies lie rotting in the streets. And it is not the King alone who terrorizes the poor souls he torments: the ravens, his familiars, are his hunting hounds. When he is ready to begin the hunt, he sends the flock ahead to harry the quarry, tire them out so they cannot escape when the King is ready for the kill. When that time comes, few escape the point of his bladed bill. Once he's made the kill, he swallows them whole: even grown men go down his gullet with ease. Not too long after his rampage began, when he casted his shadow over the land, that the locals gave him his title and name: Vaskalamaldus, "Death Walks on Broken Wings."

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