Valgomorus (3-4)

Level 5
Creature· evilLargeLegacy
AC
20
HP
75
Speed
20 ft.
Perception
+15
Fort
+14
Ref
+9
Will
+13
Immunities bleed, death-effects, disease, mental, paralyzed, poison, unconscious
Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Languages aklo, azlanti, cyclops, draconic, empyrean, jotun
Senses darkvision
Skills athletics +15, religion +13, intimidation +12
Recall Knowledge DC 20 (religion)

Attacks

Melee Greataxe +15 (reach 10 ft., sweep), Damage 1d12+10 slashing
Melee Claw +15 (unarmed), Damage 2d6+4 slashing

Abilities

Flash of Insight

Frequency once per day

Trigger Valgomorus is about to roll a d20


Effect Valgomorus peers into an occluded spectrum of possible futures. He gets a success (but not a critical success) on the roll instead of rolling.

Void Healing
Drain Life

When Valgomorus damages a living creature with his claw Strike, he gains 3 temporary Hit Points and the creature must succeed at a DC 19 fortitude save or become Drained 1.

Further successful claw Strikes increase the drained value by 1 on a failed save, to a maximum of drained 4.

Effect: Drain Life

Swipe◆◆

Valgomorus makes a melee Strike and compares the attack roll result to the AC of up to two foes, each of whom must be within his melee reach and adjacent to each other. Roll damage only once and apply it to each creature hit. A counts as two attacks for the multiple attack penalty, though the penalty does not increase until after both attacks are resolved.

Wight Spawn

A living humanoid slain by Valgomorus's claw Strike rises as a spawned wight after . This spawned wight is under the command of the wight that killed it (in this case, Valgomorus). It doesn't have drain life or wight spawn and is Clumsy 2 for as long as it is a spawned wight.

If the creator of the spawned wight dies, the spawned wight becomes a full-fledged, autonomous wight; it regains its free will, gains drain life and wight spawn, and is no longer clumsy.