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Larloch, the Shadow King - Monsters - Homebrew - D&D Beyond

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Published by goroiamanuci, 2023-08-16 07:33:54

Larloch, the Shadow King - Monsters - Homebrew - D&D Beyond

Larloch, the Shadow King - Monsters - Homebrew - D&D Beyond

16/08/23, 13:34 Larloch, the Shadow King - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/628238-larloch-the-shadow-king 1/2 Description Larloch, called the Shadow King, was a Netherese male human and a lich. He was the former Sorcerer-King of the enclave of Jiksidur in ancient Netheril and later the master of the Warlock's Crypt and Shadow King of its undead inhabitants. He was one of the oldest non-draconic beings in Faerûn and one of the most powerful mages. Larloch, the Shadow King Medium Undead, Lawful Evil Armor Class 22 (natural armor) Hit Points 323 (34d8 + 170) Speed 30 ft., fly 30 ft. Hover STR 12 (+1) DEX 18 (+4) CON 20 (+5) INT 30 (+10) WIS 20 (+5) CHA 19 (+4) Saving Throws CON +14, INT +19, WIS +14, CHA +13 Skills Arcana +28, History +19, Insight +14, Perception +14 Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons Damage Immunities Cold, Lightning, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious Senses Truesight 300 ft., Passive Perception 24 Languages All All Challenge 30 (155,000 XP) Proficiency Bonus +9 Avoidance. If Larloch is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Contingency. Whenever Larloch takes damage that reduces him to 50 or fewer hit points, he regains hit points equal to half his hit point maximum and he is instantly teleported with all of his gear to the place within his lair farthest away from the source of that damage. Once activated, this effect can't be triggered again for 24 hours. Curses. A creature that touches Larloch, including being touched by his Paralyzing Touch, or hits him with a melee attack while within 5 feet of him must succeed on a DC 22 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The curse lasts until it is lifted by a remove curse spell or similar magic. Fear Aura. Any creature hostile to Larloch that starts its turn within 60 feet of him and aware of him must make a DC 24 Wisdom saving throw, unless Larloch is incapacitated. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Larloch is within line of sight, 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 Larloch's Fear Aura for the next 24 hours. Immunities. Larloch is immune to any kind of polymorph effect, any mindaffecting effects and to one arcane spell per spell level, but which spells those are is unknown. Innate Spellcasting. Larloch's spellcasting ability is Intelligence (spell save DC 27). Larloch can innately cast the following spells, requiring no material, verbal or somatic components: At will: animate dead, arcane eye, magic missile, telekinesis, web 3/day each: devastate undead, disintegrate, finger of death, time stop Legendary Resistance (3/Day). If Larloch fails a saving throw, he can choose to succeed instead. Rejuvenation. If Larloch has a phylactery when he's destroyed, he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. Silver Vulnerability. Larloch has vulnerability to silvered weapons. Spellcasting. Larloch is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Larloch has the following wizard spells prepared: Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): invisibility, mirror image, misty step, suggestion 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball, hypnotic pattern 4th level (3 slots): dimension door, Evard's black tentacles, polymorph 5th level (3 slots): animate objects, scrying, wall of force 6th level (2 slot): globe of invulnerability, mass suggestion 7th level (2 slot): etherealness, forcecage, plane shift 8th level (1 slot): devastate undead, feeblemind, maze 9th level (1 slot): foresight, prismatic wall, wish Turn Resistance. Larloch has advantage on saving throws against any effect that turns undead. Actions Multiattack. Larloch can use his Paralyzing Touch. Then he casts one spell from his list of prepared spells, using a spell slot as normal. Paralyzing Touch. Melee Spell Attack: +19 to hit, reach 5 ft., one creature. Hit: 27 (6d8) cold damage. The target must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Howl (Recharge 5-6). Larloch emits a bloodcurdling howl. Each creature within 30 feet of him that can hear the howl must succeed on a DC 22 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn. Life Drain. Larloch targets up to three creatures that he can see within 20 feet of him. Each target must make a DC 24 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one. Larloch regains hit points equal to the total damage dealt to all targets. Legendary Actions Larloch 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. Larloch regains spent legendary actions at the start of his turn. Flight. Larloch flies up to half his flying speed. Life Drain (Costs 2 Actions). Larloch uses his Life Drain. Paralyzing Touch (Costs 2 Actions). Larloch uses his Paralyzing Touch. Howl (Costs 3 Actions). Larloch recharges his Howl and uses it. Cast Spell (Costs 1-3 Actions). Larloch uses a spell slot to cast a 1st-, 2nd-, or 3rdlevel spell that he has prepared. Doing so costs 1 legendary action per level of the spell. Larloch, the Shadow King ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS


16/08/23, 13:34 Larloch, the Shadow King - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/628238-larloch-the-shadow-king 2/2 Kilnor ADD TO COLLECTION REPORT As a lich of such extreme age, Larloch's body was greatly decayed, with his flesh entirely gone and leaving only his white-boned skeleton. In his empty eye-sockets were two orbs of red light in place of eyes. On occasion, streaks of emerald energy moved about his body, and were a side-effect of his defensive curses. He wore fine clothes that hung off and partially covered his skeleton. At least two dozen ioun stones floated around his skull. Larloch possessed incredible power and was a superintelligent genius. Over two thousand years, he'd composed perfect plans to deal with nearly every possible situation, and even for things he was not prepared for, he could come up with an almost-perfect response in moments. He was a talented and cunning inventor of new spells, magic items, and magical techniques and strategies But he was also insane, his mind affected by his extreme age. Sometimes he could be calm and even whimsical. Other times he was crazed, snarling and launching spells at random. Larloch once claimed he only sought greater Art, to become more skilled and powerful in the use of magic. As such, he would not battle the servants of the goddess of magic, Mystra, whom he called "the Lady", saying that "No matter how powerful one becomes, there are always those who are stronger."He desired only to be left alone by the outside world. He usually killed intruders outright, but occasionally enjoyed speaking with captive adventurers before killing them. Some he freed to perform certain services, albeit with horrific curses and geases to ensure completion. He had a code of conduct to these things and kept his word, completely freeing and restoring those who were successful, provided they did not attempt to deceive or assault him. Lair and Lair Actions Warlock's Crypt Travelers were warned not to even go within sight of Warlock's Crypt, as Larloch almost always preferred to slay trespassers outright. Those who got too close were met by a succession of liches who cast spells to destroy or drive off intruders. Behind them were spellwebs; these fields of magical force bore ready spells that were triggered when someone walked into them. Ever more powerful, battle-ready liches formed another line of defense. There was also a troop of trolls that defended the city. Larloch also sent his bonebats and skeletal giant bats ridden by undead servants, as well as stranger undead creatures, out of Warlock's Crypt to hunt for live creatures and travellers, especially live humans. These were brought to Larloch for his experiments into undeath. Lair Actions On initiative count 20 (losing initiative ties), Larloch can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row: Larloch rolls a d8 and regains a spell slot of that level or lower. If he has no spent spell slots of that level or lower, nothing happens. Larloch targets one creature he can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round. Larloch targets one creature he can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be paralyzed until initiative count 20 on the next round. Larloch targets one creature he can see within 60 feet of it. The target must succeed on a DC 19 Wisdom saving throw or be teleported out of the area, in the nearest space available outside the lair. Lair Traits Warlock's Crypt has these effects in place all the time. Monsters in the area have advantage on saving throws against being charmed or frightened, and against features that turn undead. The area is warded against the magical travel of creatures Larloch hasn't authorized. Such creatures can't teleport into or out of the area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the area as long as they aren't used to leave or enter it. Larloch can shape the earth and stone of the area and can enter the Ethereal Plane from the Material Plane or vice versa at will. Non-undead creatures can't regain hit points while within the area and Larloch is always aware of their position in the area. We have updated our privacy policy. Click the link to learn more. ©2023 D&D Beyond | All Rights Reserved Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2023 Wizards. ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS


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