Remove these ads. Join the Worldbuilders Guild

Overlord (Dr. Vevsius)

Large Human Scientist/ruler , Neutral Evil

Armor Class 16
Hit Points 158
Speed 30ft Burrow: 5ft Climb: 15ft

STR
20 +5
DEX
12 +1
CON
17 +3
INT
13 +1
WIS
14 +2
CHA
9 -1

Damage Vulnerabilities water, cold, acid, lightning
Damage Resistances Fire, bludgeoning, slashing, piercing
Damage Immunities Poison, flying
Condition Immunities Paralyzed, asleep, confused, charmed, frightened, intimidated
Challenge 8


Description

Dr. Vevsius has been corrupted by Salt, becoming the all powerful Overlord of the realm. He has created an advanced mechanical suit through inspiration from Salt which creates power through suffering. The suit tortures Dr. Vevsius and emits attacks based on the intensity of the Doctor's pain. The suit automatically heals the Doctor, keeping its energy source alive while it tortures him and acts solely on the will of Salt.


Spellcasting ability: 16

At will: -Firebolt: 1 action, 120ft Ranged spell attack, 1d10 fire dmg   -Minor Illusion: 1 action, 30 ft, duration 1 min. Any sound at any volume, any image in a 5 ft cube, INT check can reveal illusion or direct interaction with illusion

1/day: -Earthquake: 1 action, duration 1 min. Difficult terrain for 100 ft, concentration spells trigger constitution saving throw, spell ends if saved.   At the end of each turn, affected creatures make Dex save or are knocked prone. 1d6 fissures open in the terrain. 1d10 x 10 feet deep, 10 feet wide, and extends the radius of the spell's span. A creature in the area must make a dex save or fall into the fissure.   Structures in affected area fall. Creatures near falling structures make dex saves or take 5d6 dmg, knocked prone, and buried in rubble. DC 20 STR check to escape from rubble or have group effort from allies to lower DC. Successful save takes half damage and is not knocked prone or buried under rubble.

2/day: -Lightning Bolt: 1 action, 100 ft line; a ray of electricity arcs from mech gloves in a 100 ft line. Each creature in its path must make a DC 16 saving throw or take 8d6 lightning dmg on failed save or DC 10 to take half damage.

3/day: -Crown of Madness: 1 action, 120 ft, up to 1 min; 1 creature makes WIS saving throw DC 16 or is charmed for duration. A twisted crown of iron appears on its head and its eyes are filled with madness. Target makes melee attack against closest creature other than itself on its turns. Creature can make WIS check at end of its turn to end spell. Overlord must use his turns to maintain spell. If he takes another action or is attacked, spell ends.   -Fear: 1 action, up to 1 min. Overlord projects a phantasm of Salt's worst horrors. Each creature in a 30 ft cone must make a WIS saving throw DC 16 or drop what its holding and be frightened for the duration. When affected creatures have fled to an area where they can't see Overlord, they can make a WIS save to end the spell


-Legendary Resistance: 3/day


Actions

Multi attack: 2 melee attacks   -Punch: +7 to hit, 5ft, melee 1d12+7 bludgeoning dmg or 1d6+5 without fists   Stomp: +10 to hit, 15 ft circle Dex save DC 16 or take 2d10+5 bludgeoning dmg and be knocked prone   -Rocket Fist: Bonus action, 30ft One or both of the mechanical hands shoot from the suit and hit 1 target each. Dex save DC 14 or take 1d10+4 bludgeoning dmg for each hit and be knocked prone. The hands return at the end of turn unless they are restrained, destroyed, or otherwise incapacitated.   -Spike Shot: 5 charges, 15 ft, 30 ft cone A barrage of iron spikes shoot from the suit, plowing into anyone in the way. Dex save DC 15 or take 3d6 piercing damage and be knocked prone.


 

Legendary Actions

-Eye of Salt: 1 action, 100 ft, up to 1 min.; A massive glowing white eye appears above Overlord, infecting creatures within range that can see him with insanity. DC 13 WIS save or become incapacitated while having vivid hallucinations of eldritch horrors. Affected creatures may make a WIS saving throw at the end of their turns to break the madness. If Overlord is attacked or if he makes another action, spell ends.   -Defend and Repair: The mech secures itself to the ground and erects metal plates around itself. Tiny little robots come out of little ports and start repairing the mech suit. While the plates are up, mech suit AC is 20. Until the start of his next turn, he heals 1d4+4 HP at the end of each round. If he is hit during this time, the repairs end and the plates retract, setting his AC back to normal.   Jetpack: Overlord blasts from the area to another area within 75 ft. Creatures underneath him within 5 ft make a DC 14 DEX save or take 1d4+4 fire dmg or DC 5 for half dmg.

Lair Actions

-The Sky Is Falling!: 1 action A portion of the roof breaks off and falls to the ground. Affected creature rolls DC 11 DEX check or takes 4d6 bludgeoning damage and is knocked prone.   The roof has a hole in it 2d6 ft wide, letting in a ray of sunlight. Any Unterdark creature starting their turn in the sunlight makes a DC 17 CON check or takes 7d6 light damage and is affected by Sunlight Intoxication for 3d4 minutes. Sunlight Intoxication causes disadvantage on all rolls and reduces INT score to 9 for the duration.

Regional Effects

-Closer to the lair, there is a strong stench of sulfur and unbearable heat   -Heat vents open randomly. A perception (hearing) check reveals a hissing sound which allows the character to easily avoid the heat. Otherwise, affected characters make DC 14 DEX check or take 1d6+3 fire dmg and DC 5 to take half dmg.   -Sulfur fumes occasionally overwhelm certain creatures. They make DC 12 CON check or are sickened.   -The strong presence of Salt can interfere with the mind. Characters randomly make DC 13 WIS checks or are afflicted with visions of creatures attacking them.


Created by

huntercrow.

Statblock Type

NPC

Link/Embed