Prince Arthur Farseen, The Devil You Never Believed In | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Prince Arthur Farseen, The Devil You Never Believed In CR: ?

Medium fey, lawful evil
Armor Class: 20
Hit Points: 300 [6D10+14D8+80]
Speed: 30 ft , fly: 80 ft

STR

20 +5

DEX

5 -3

CON

18 +4

INT

11 +0

WIS

12 +1

CHA

30 +10

Saving Throws: WIS +7. CHA +16
Damage Resistances: Poison
Condition Immunities: Disease
Senses: 60ft Darkvision
Languages: Common & Celestial
Challenge Rating: ?
Proficiency Bonus: +6

Paladin Spellcasting   Pact Magic

At will: Eldritch Blast, Booming Blade, Green-Flame Blade, Toll the Dead

1/day: [Cause Fear, Comprehend Languages, Hex, Pass WIthout Trace, Misty Step, Counterspell, Thunder Step, Banishment, Spirit Of Death, Contagion, Scrying (Warlock)], Eyebite

2/day: Invisibility, Mirror Image, Find Steed, Lesser Restoration, Locate Object, Prayer of Healing, Protection of Poison, Zone of Truth

3/day: Wrathful Smite, Cure Wounds, Shield of Faith, Compelled Duel, Command, Healing Bonfire


Deathless Nature. You have escaped death, a fact represented by the following benefits:

  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe. (now need to eat, drink, sleep)
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness. (now like elven trance)
  • Now have advantage against magical effects & against effects of being charmed
Knowledge from a Past Life. You temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature 5 times, and you regain all expended uses when you finish a long rest.   Reflective Adamantine Splint Armour. Attacks against you cannot be Critical Hits. Additionally, any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.   Orb of Grammer. Replace, remove, or add a letter to a spell to change what it does. (One Use per Week)   Cloak of Many Fashions. Cloak that allows user to change into almost any set of clothes instantly.   Amulet of the Devout. While you wear the holy symbol, you gain a bonus to spell attack rolls and the saving throw DCs (+1) of your spells. While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.   Spy’s Murmur. Able to speak to anyone within a mile radius who also has a spy’s murmur.   Potion of Advantage. When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. One time use.   Witherbloom Primer. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Nature) or Wisdom (Survival) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the Druid or Wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer.   Divine Sense. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.   Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of 45 hit points. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.   Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Divine Smite. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.   Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).   Aura of Protection. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.   Channel Divinity. You gain the following two Channel Divinity options.
  • Conjure Duplicate. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
  • Poison Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.
  Agonizing Blast. When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.   Lance of Lethargy. Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature's speed by 10 feet until the end of your next turn.   Pact of the Blade. You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.   Eldritch Smite. Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.   Sculptor of Flesh. You can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.   Lifedrinker. When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).   Witch Sight. You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.   Leader Amongst the Swarm. Your connection with rodents have become almost symbiotic. You gain the ability to understand and speak to rodents. Additionally you gain advantage on charisma checks against Rodents.   Unstoppable Swarm. Your mastery over the swarm allows you to altar the gifts of the Rat God. After each long rest, you are able to choose between the secrets and the Devastation path.When you change between the paths, any long term abilities (such as Eyes in Every Room) remain but are unaccessible while in the other path.   Fervor. You can use Fervor twice, regaining your uses after finishing a long rest. Without requiring an action, you can use your fervor to cause one of the following effects:
  • If you fail a saving throw, you can choose to succeed instead.
  • If you are reduced to 0 hit points, you can instantly spend all your remaining hit dice, recovering hit points as if you had completed a short rest.
  • If you miss an attack, you can choose to hit instead. That attack is automatically a critical hit.
Crusher. Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.   Squire of Solamnia: Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit 6 times, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.   Knight of the Sword: Demoralizing Strike. Once per turn, when you hit a creature with a weapon attack roll, you can attempt to frighten that target. The target must make a Wisdom saving throw (DC: 24). On a failed save, the target is frightened of you until the end of your next turn. On a successful save, the target has disadvantage on the next attack roll it makes before the end of its next turn. You can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Actions

Extra Attack. Can make 2 attacks per turn.   Slam. Check Mystery's stat block as well [https://www.worldanvil.com/sheet/1383998/view]. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 1D8 + 10 bludgeoning damage + 10 necrotic damage. Additionally, every attack you make, the target makes a Constitution Saving Throw (DC 24), if they fail, they now have a Bleed Effect. The target with bleed takes 1d6 slashing damage at the Beginning of their turn for 30 seconds (5 rounds). Any enemy affected by Deep Wounds can make the Saving Throw again at the end of their turn to remove it. Does not work on undead or constructs. Deep Wounds does stack, however it all ends when the first Bleed Effect would end.   Devastation - Pestilence Bringer. Your Swarm can spread devastating pestilence around you. As an action you can force every creature of your choice within 35ft of you to make a Constitution saving throw or be poisoned and gain one level of exhaustion. The creatures that succeed on this save are poisoned until the end of their next turn. The creatures that failed the save may re-roll it at the end of each of their turns. For each failed roll after the first, they take 3d6 poison damage. If they roll a natural 1 while making subsequent constitution saves against this ability, they gain an additional point of exhaustion. Once you use this ability, you can't use the feature again until you finish a long rest.   Domain Expansion: Halls of the Mountain King. As an Action, you create an extradimensional space within a 15ft radius around yourself. Whoever is within this space when this effect is activated cannot leave this space until you close it as a Bonus Action. No one can enter this space until you close it. For everyone within the space see the area as a swarm of engulfing rats and tiny goblins who refuse to let anyone leave. All attacks made by you automatically hit. Additionally, as a Bonus Action within the space, you can cause a target you chose to be considered grappled for the turn. This effect can last up to 1 minute. You can only use this effect once per 2 days.   Phantasm: Take me to Church- As an Action, once per day, conjure a phatom cathedral. This effect is similar to Mordenkainen's Magnificent Mansion. You can change anything within the cathedral without an action, with the following rules: No mind manipulation, no insta-kill, no bringing people back from the dead. The cahtedral can last for 20 hours.

Bonus Actions

Devastation - Summon the Swarm. You can summon the swarm to surround and destroy your enemies. Once per short rest you can summon your swarm for a total of 1 minute in one of two ways:

  • Concentrated Swarms: You summon 5 Swarms of Rats (MM339) in unoccupied spaces within 40ft of you. These Swarms of Rats roll their initiatives and will spend their turns attacking nearby creatures that you don't consider allies. You may use your bonus action to command the swarms.
  • Surrounding Swarms: The swarm spreads out in a 40ft radius of you. For each creature you don't consider an ally, the radius is considered difficult terrain and they take 1d12 poison damage for every 5ft they move as the rats attack them as they walk past.
Devastation - Fearsome Swarm. Your Swarm can cause fear in the heart of your enemies. Once per short rest you can force every creature of your choice within 15ft of you to make a wisdom saving throw (The DC is equal to your Spell Save DC) or be frightened of you. Those affected by this ability can re-roll the save at the end of each of their turns.   End of Heresy. As a Bonus Action, you spend 2 Hit Dice and mark a creature you can see within 60 feet of you as a Heretic. This mark lasts for 1 minute. You gain Advantage on All Attack rolls against Heretics you mark. As you gain more levels, the mark allows you to punish Heretics more. Your attacks deal an additional 4D6.


Created by

DrWarblur.

Statblock Type

Monster

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