Viconia DeVir
- Hit points · HP
- 124
- Armour class · AC
- 20
- Level
- 11
- 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.
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.
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 types
Radiant
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.
Disadvantage on the
Saving Throw against it.
9m
Constitution saving throw
ActionLevel 4 spell slot
Possible damage types
Necrotic
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.
Downed characters. An undead target receives
Disadvantage on
Attack Rolls.
18m
Action
Possible damage types
Necrotic
Concussive Smash
Possibly
Daze your target. They can't take reactions and lose the Dexterity bonus to their
Armour Class.
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 types
Necrotic
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 types
Poison
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.
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.
Disadvantage on the
Saving Throw against it.
9m
Constitution saving throw
ActionLevel 5 spell slot
Possible damage types
Necrotic
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.
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.
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.
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.
Saving Throw.Spellguard
You gain
Advantage on
Saving Throws against spells. Spell
Attack Rolls against you have
Disadvantage.
Advantage on
Saving Throws against spells. Spell
Attack Rolls against you have
Disadvantage.Sharran Veil
Saving Throws.Magic Resistance
Has
Advantage on
Saving Throws against spells and other magical effects.
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.
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.
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.