Builder’s Gate

Updated 2026-09-27

한국어

Monster Codex

BossLolth-Sworn Drow · Act 3

Viconia DeVir

← Back to list
Hit points · HP
124
Armour class · AC
20
Level
11
Difficulty
Strength
18+4
Dexterity
19+4
Constitution
10+0
Intelligence
17+3
Wisdom
18+4
Charisma
16+3

Attacks and skills 25

Jump
Jump up, down, and across. Your Strength affects how far you can jump.
4.5m
Bonus ActionMovement Speed 3
Channel Divinity: Cloak of Shadows
Wrap yourself in shadows to become Invisible if you are obscured.
ActionChannel Divinity
Dash
Cover more distance this turn: double your movement speed.
Action
Divine Intervention: Sunder the Heretical
Call upon the Nightbringer to deliver a divine reckoning unto your foes. Only faithful Sharrans will be spared.
Wisdom saving throw
Action
Possible damage typesRadiant
Reflective Shell
A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin.
Bonus Action
Spirit Guardians
Level 3 spell
Call forth spirits to protect the area around you.
ActionLevel 3 spell slot concentration
Blight
Level 4 spell
Plants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it.
9m Constitution saving throw
ActionLevel 4 spell slot
Possible damage typesNecrotic
Bone Chill
cantrip
Prevent the target from healing until your next turn. The target cannot help Downed characters. An undead target receives Disadvantage on Attack Rolls.
18m
Action
Possible damage typesNecrotic
Concussive Smash
Possibly Daze your target. They can't take reactions and lose the Dexterity bonus to their Armour Class.
Action
Inflict Wounds
Level 1 spell
Putrefy a creature with the necrotic energy filling your hands.
1.5m
ActionLevel 1 spell slot
Possible damage typesNecrotic
Castigate Heartform
Curse a creature whose heart you have mapped until they act against their nature.
18m
Bonus Action
Castigate Heartform
Curse a creature whose heart you have mapped until they act against their nature.
18m
Bonus Action
Divine Strike: Poison (Melee)
Once per turn deal 1d8 Poison damage in addition to your weapon's [2] when you make a melee attack.
Action
Possible damage typesPoison
Mapped Terror: Betrayal
Exploit the target's mapped fear to Frighten it and Dominate one of its allies.
18m Wisdom saving throw
ActionLevel 4 spell slot
Mapped Terror: Darkness
Exploit the target's mapped fear to Frighten it and inflict Blinding Sickness upon it.
18m Wisdom saving throw
ActionLevel 4 spell slot
Mapped Terror: Disease
Exploit the target's mapped fear to Frighten it and inflict Flesh Rot upon it.
18m Wisdom saving throw
ActionLevel 4 spell slot
Mapped Terror: Ceremorphosis
Exploit the target's mapped fear to make it believe it has undergone ceremorphosis.
18m Wisdom saving throw
ActionLevel 4 spell slot
Mapped Terror: Powerlessness
Exploit the target's mapped fear to Frightened it and Rot its flesh.
18m Wisdom saving throw
ActionLevel 4 spell slot
Mapped Terror: Spiders
Exploit one of the target's deepest fears by transforming your followers into spiders.
18m Wisdom saving throw
ActionLevel 6 spell slot
Mapped Terror: Wolves
Exploit one of the target's deepest fears by transforming your followers into a pack of wolves.
18m
ActionLevel 6 spell slot
Shadow Step
Teleport from shadow to shadow. Afterwards, you have Advantage on your next melee Attack Roll.
18m
Bonus Action
Blight
Level 4 spell
Plants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it.
9m Constitution saving throw
ActionLevel 5 spell slot
Possible damage typesNecrotic
Warding Bond
Level 2 spell
Ward an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws. Each time the ally takes damage, you take the same amount of damage.
1.5m
Action
Main Hand Attack
Make a melee attack with your equipped weapon.
Action
Shove
Try to push a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.
1.5m
Bonus Action

Traits 12

Opportunity Attack

Automatically attack an enemy moving out of your reach.

Darkvision

You can see in the dark up to 12m.

Fey Ancestry

You have Advantage on Saving Throws against being Charmed, and magic can't put you to sleep.

Shadow Ambush

This creature deals an additional 4d8 Necrotic damage when attacking from the shadows.

Born into Darkness

This creature can see through magical and non-magical darkness, and cannot be Blinded.

Shar's Umbrae

While obscured, the wearer has Advantage on Stealth Checks.

Rebuke of the Mighty

When a foe hits you with a melee attack, you can use your reaction, dealing it 2d4 Force damage and knock it Prone unless they succeed a Dexterity Saving Throw.

Spellguard

You gain Advantage on Saving Throws against spells. Spell Attack Rolls against you have Disadvantage.

Sharran Veil

Shield of Faith also grants you a +2 bonus to all Saving Throws.

Magic Resistance

Has Advantage on Saving Throws against spells and other magical effects.

Sunlight Sensitivity

While in sunlight, this creature has Disadvantage on Attack Rolls and Perception Checks that rely on sight.

Darkness Rules

No game description available.

5 internal effects have no display name.

Initial conditions and difficulty effects 3

Shield of Faith

Receives +2 bonus to Armour Class.

Sanctuary

Affected entity can't be targeted by enemy attacks or spells. However, it can still take damage from spells that influence a larger area. Condition ends if the affected entity attacks or harms another creature, and will receive Sanctuary Blocked for 1 turn.

Radiant Retort

Whenever you take radiant damage, reflect it back at your attacker twofold as Force damage.

2 internal effects have no display name.

Statistics and references

Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.

References