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Demon Lord, Vepar

Family: Demon Lords

Large fiend (demon), chaotic evil

Armor Class 20 (natural armor)
Hit Points 300 (24d10 + 168)
Speed 20 ft., swim 60 ft.

STR DEX CON INT WIS CHA
24 (+7) 22 (+6) 24 (+7) 20 (+5) 20 (+5) 22 (+6)

Saving Throws Str +14, Dex +13, Con +14
Skills Intimidation +13, Perception +12, Stealth +13
Damage Resistances acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities frightened, poisoned
Senses truesight 120 ft., passive Perception 22
Languages Abyssal, telepathy 120 ft.
Challenge 21 (33,000 XP)

SPECIAL TRAITS

    • Magic Resistance. Vepar has advantage on saving throws against spells and other magical effects.
    • Magic Weapons. Vepar’s weapon attacks are magical.
    • Innate Spellcasting. Vepar’s innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can cast the following spells, requiring no material components:

ACTIONS

      • Multiattack. Vepar makes two Trident attacks or two Claw attacks.
      • Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage plus 11 (2d10) cold damage. The target must succeed on a DC 20 Constitution saving throw or gain a level of cold-based exhaustion.
      • Trident. Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or range 30/90 ft., one target. Hit: 22 (3d8 + 9) piercing damage, or 25 (3d10 + 9) piercing damage if used with two hands to make a melee attack. This weapon is a magical +2 trident.
      • Conjure Shrroths (recharge 4–6). Vepar summons 2 shrroths (see monster entry) that appear in unoccupied spaces within 60 feet of him and obey his telepathic commands (no action required). They roll initiative and act on their own turn.

LEGENDARY ACTIONS

Vepar can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Vepar regains spent legendary actions at the start of his turn.

      • Cast a Spell (costs 3 actions). Vepar casts a spell from his innate spellcasting list.
      • Trident Missiles (costs 2 actions). Vepar uses his magical trident to cast a magic missile spell (as a 6th-level slot).
      • Teleport (costs 2 actions). Vepar magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
      • Claw Attack. Vepar makes a Claw attack.

ABOUT

Vepar is an Abyssal duke in the service of Dagon, Prince of the Sea. He is a 12-foot-tall demonic merman. His upper torso is coppery brown, while his lower torso and fins are silver and scaled. Vepar’s hair is long and black, and he usually wears it tied back or braided. His eyes, usually blue in color, burn with a silvery fire when he is angry or excited. Under his hair, two small copper horns can be seen just above his eyes. Vepar’s hands end in wicked claws with silvery nails.

A brooding and malevolent demon, Vepar relishes in the torture and death of others, particularly mortals (whose very existence he disdains). He leads 29 battalions of shrroths in service to his master, but his loyalty to Dagon is questionable at best. Behind the scenes, Vepar is quietly amassing an army of demons to one day lead against his current lord. But for now, he waits and serves.

Vepar’s citadel, Leviathan’s Reach, is built into an underwater mountain range that sits several miles below the surface of his watery Abyssal home. The citadel is guarded by scores of aquatic demons, fiendish merfolk, and fiendish tritons, as well as several hundred sahuagin.

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Tome of Horrors 2020, (C) 2020, Necromancer Games