In a previous article I wrote about the Venin, the primary antagonists in Fourth Wing and the Empyrean series so far. Here is my first pass at a Venin Initiate stat block. Please note that I have made this creature tougher in some ways than a creature at this Challenge Rating (CR) should be. A campaign set in the world of Basgiath War College assumes a much higher level of magic for Player Characters than a D&D game at a similar level, and Venin reflect that.
Venin Initiate: Printable Format
Medium humanoid (Human), lawful evil
Armor Class
12 (15 with mage armor)
Hit Points
22 (5d8)
Speed
30 ft.
STR | DEX | CON | INT | WIS | CHA |
9 (-1) | 14 (+2) | 11 (+0) | 17 (+3) | 12 (+1) | 11 (+0) |
Saving Throws
Int +5, Wis +3
Skills
Arcana +5, History +5
Damage Immunities
fire; bludgeoning, piercing, and slashing from nonmagical attacks
Senses
passive Perception 11
Languages
any two languages
Challenge
1 (200 XP)
Channel (1/day). The venin initiate can draw energy from the ground. If it is in contact with the ground it may use an action to regain one expended 1st level spell slot. All creatures in contact with the ground in a 10 foot radius must make a Constituiton (DC 10) saving throw. If the creature fails the saving throw, they take 5 (1d10) necrotic damage.
Combat Adaptation. An attack against the venin initiate has disadvantage if it was the same attack as the last attack against it.
Create Wyvern. The venin initiate can create a wyvern in 24 hours. The initiate must remain in physical contact with the wyvern for the entire 24 hours, or creation fails. The initiate can only control one wyvern at a time. If it creates a second wyvern, the first wyvern is destroyed. If the venin is killed, the wyvern dies as well.
Spellcasting. The venin initiate is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The mage has the following wizard spells prepared:
* Cantrips (at will): blue flame dagger (fire bolt), light, prestidigitation
* 1st level (4 slots): detect magic, mage armor, shield
* 2nd level (3 slots): misty step, scorching ray
Actions
Poisoned Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) poison damage, and must make a Constitution (DC 10) saving throw. If the target fails the saving throw, it has the poisoned condition. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.
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