{"name":"Vorlog Mage","challenge_rating":"2","xp":"450","types":"Humanoid","pb":"+2","size":"Medium","sizer":"NONE","languages":"Any four languages","alignment":"Usually Chaotic Evil","description":"","suggested_environments":"Any climate; any terrain, often subterranean","armor_class":"12 (Natural Armor) (14 with Mage Armor)","hit_points":"36 (8d8)","strength":"14","dexterity":"12","constitution":"10","intelligence":"14","wisdom":"10","charisma":"15","base_movement_units":"","base_movement_in_ft":"30","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"Darkvision 60', Passive Perception 12","skills":"Arcana +4, Deception +4, History +4, Insight +2, Perception +2, Persuastion +4, Stealth +3","saving_throws":"","damage_vulnerabilities":"","damage_resistances":"Necrotic; Bludgeoning, Piercing, & Slashing damage with nonmagical attacks","damage_immunities":"","condition_immunities":"Charmed, Exhaustion, Frightened, Poisoned, Paralysis, Unconscious","spellcasting":"[p][b][i]Spellcasting[\/i][\/b]. The vorlog is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The vorlog has the following warlock spells prepared:[\/p]\r\n[ul][li]At will: [i]Chill Touch[\/i], [i]Disguise Self[\/i], [i]Eldritch Blast[\/i], [i]Mage Armor[\/i], [i]Minor Illusion[\/i][\/li][\/ul]\r\n[ul][li]Up to 3rd-Level (2 Slots\/Rest): [i]Bane[\/i], [i]Blindness\/Deafness[\/i], [i]Counterspell[\/i], [i]Hex[\/i], [i]Speak with Dead[\/i], [i]Summon Undead[\/i][\/li][\/ul]","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[p][b][i]Wisdom Drain[\/i][\/b]. The vorlog can touch a humanoid creature & force it to make a DC 12 Charisma saving throw. On a failure, the creature takes a Wisdom score penalty of 3 (1d6) points & has disadvantage on Wisdom saving throws made against the vorlog. This effect ends when the creature completes a long rest. On a success, the creature is immune to this vorlog's Wisdom Drain feature for the next 24 hours.[\/p]\r\n[p]The vorlog can only have one creature under the effect of the Wisdom Drain at a time.[\/p]\r\n[p][b][i]Regeneration[\/i][\/b]. The vorlog regains 5 hit points at the start of its turn if it has at least 1 hit point & isn't in sunlight or running water. If the vorlog takes radiant damage or damage from holy water, this trait doesn't function at the start of the vorlog's next turn.[\/p]\r\n[p][b][i]Tearful Escape[\/i][\/b]. When it drops to 0 hit points outside its resting place, the vorlog dissolves into a puddle of tears instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.[\/p]\r\n[p]While in tearful form, the vorlog has a 20' movement & climb speed. It also can squeese through any gap or opening that is not watertight. While it has 0 hit points in tearful form, it can't revert to its humanoid form, & it must reach a dark place within 2 hours or be destroyed. Once in a dark place, it reverts to its humanoid form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.[\/p]\r\n[p][b][i]Vorlog Weaknesses[\/i][\/b]. The vorlog has the following flaws:\r\n[ul][li][i]Holy Symbol Aversion[\/i]. If a creature presents a holy symbol of any good aligned deity, the vorlog must make a Charisma saving throw or be turned as if by a cleric's Turn Undead feature. The DC can be set by the creature's passive Intelligence (Religion), a Charisma (Performance) check, or any other means determined appropriate by the DM.[\/li][\/ul]\r\n[ul][li][i]Sunlight Hypersensitivity[\/i]. The vorlog takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls & ability checks.[\/li][\/ul][\/p]","actions":"[p][b][i]Darkblade (Longsword +1)[\/i][\/b]. [i]Melee Weapon Attack[\/i]: +5 to hit, 5' reach, one target. [i]Hit[\/i]: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if wielded two-handed. This weapon counts as magical for the purpose of overcoming resistance & immunity to nonmagical attacks & damage, & can be dismissed or summoned as a free action.[\/p]\r\n[p][b][i]Unarmed Strike[\/i][\/b]. [i]Melee Weapon Attack[\/i]: +5 to hit, reach 5', one target. [i]Hit[\/i]: 5 (1d4 + 2) bludgeoning damage.[\/p]\r\n[p][b][i]Charm[\/i][\/b]. The vorlog targets one humanoid it can see within 30' of it. If the target can see the vorlog, the target must succeed on a DC 12 Wisdom saving throw against this magic or be charmed by the vorlog. The charmed target regards the vorlog as a trusted friend to be heeded & protected. Although the target isn't under the vorlog's control, it takes the vorlog's requests or actions in the most favorable way it can, & it is a willing target for the vampire's bite attack.[\/p]\r\n[p]Each time the vorlog or the vorlog's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vorlog is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.[\/p]","bonus_actions":"[p][b][i]Enrage Beasts (1\/Day)[\/i][\/b]. All beast creatures within 50' of the vorlog must succeed on a DC 12 Wisdom saving throw or become enraged. Enraged creatures attack the nearest creature to themselves on their turn, including the vorlog. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.[\/p]","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"","tags":"vampire, humanoid, vorlog, undead, mage, warlock, ravenloft, dread, domain,","isShared":"on","templateId":"2991","blockId":"1395984","world":"530aafb2-caa4-4d5e-af66-d2ddc6ec6d27","folder":"26262"}