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Voldir CR: 30

Medium to Gargantuan celestial, humanoid, construct, lawful neutral
Armor Class: 25 (+7 plate)
Hit Points: 615 (30d20+300)
Speed: 60 ft , fly: 0 ft , burrow: 30 ft , swim: 30 ft , climb: 30 ft

STR

30 +10

DEX

21 +5

CON

30 +10

INT

19 +4

WIS

21 +5

CHA

13 +1

Saving Throws: Constitution, Strength
Skills:

Athletics +19

Perception +15

Insight +15

Arcana +14

Damage Resistances: Thunder, Force
Damage Immunities: Bludgeoning, Piercing, and Slashing from nonmagical attacks, Poison, Fire
Condition Immunities: Blinded, Deafened, Petrified, Stunned, Charmed, Poisoned, Frightened, Exhaustion, Paralyzed
Senses:

Truesight (120ft)

Blindsight (180ft)

Passive Perception 24

Passive Insight 24

Languages: all
Challenge Rating: 30
Proficiency Bonus: +9

At will:

1/day:

2/day:

3/day:


Legendary Resistance (5/day). When Voldir fails a saving throw, he can choose to succeed instead.

Strength of Steel. Voldir's metallic arms grant him vast strength, allowing him to wield weapons with the Two-Handed trait in one hand, alongside having advantage on athletics (STR) checks relating to grappling and having no size limit to who he can grapple or speed penalty for moving with a grappled target that is his size or lower, he still does require a free hand however. If Voldir has successfully grappled someone, he may also spend another attack action, or bonus action, to attempt another grappling check, and if successful, the target becomes restrained.

Certainty of Steel. Voldir can only be damaged if the resulting damage of a single instance is 16 or greater.

Forged Anew. If Voldir would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points and he regains any expended uses of Legendary Resistance. Additionally, Voldir can now use the options in the "Mythic Actions" section for 1 hour.

Actions

Multiattack. Voldir can make 2 attacks as part of one action.
Forgebreaker. +22 to hit, 2d6+13 force & 1d6 fire & 1d4 piercing damage.
Earthshatter. +22 to hit, 2d12+13 bludgeoning & 1d6 force damage.
Unarmed Attack. +19 to hit, 1d8+10 bludgeoning damage.
Grapple. Voldir must make an Athletics (STR) contested by the target’s Athletics (STR) or Acrobatics (DEX) check. Additionally Voldir can spend another attack action to attempt another grapple check to try to restrain the target.

Horde Buster. (+12 to hit, 2d12+18 bludgeoning & 2d12+18 force & 1d6+3 fire & 1d4+8 piercing damage). Voldir swings both hammers into his enemy simultaneously devastating them, and possibly leaving them disoriented. A target hit by this attack must make a DC22 Constitution saving throw or be stunned until the end of their next turn.

Bonus Actions

Top Up. As a bonus action, Voldir can charge the head of Forgebreaker, slotting a capsule of black powder into the head of the maul, causing it to do an extra 1d8 force & 4d6 fire damage on its next attack that lands.

Grapple. Voldir can spend a bonus action to attempt another grapple check to attempt to restrain the target.

Reactions

Opportunity Attack. Voldir can make a melee attack if an enemy moves past or out of his vicinity, or if a creature within reach misses with a melee attack against Voldir.

Return to Sender. If Voldir were to be hit with a ranged attack or spell that didn't meet the minimum damage requirement to injure him Voldir can attempt to hit the attack back at the person who sent it. (Attack roll must beat the opponent's AC and proficiency bonus combined in order to successfully land). Voldir gets one use of this feature as well as another reaction for Opportunity Attack.

Legendary Actions

Voldir can take 3 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. Voldir regains spent legendary actions at the start of his turn.

AAtack. Voldir makes one ranged or melee attack his weapon.

The Anvil of War. Voldir hammers the floor like he's tempering a weapon and roars in anger and frustration. Voldir and up to 8 friendly creatures he can see gain 30 temporary HP, gain advantage on attacks and exude such heat and fury that all creatures within 5ft of those benefitted take 1d4 fire damage.

Mined Breaker (2 Actions)(Recharges on a 4+ on a D6). Voldir clashes his hammers together, sending a shockwave towards anyone in a 60ft cone in front of him and extinguishing any non-magical light sources in the area. Anyone hit by this cone must succeed a DC22 Wisdom saving throw, becoming blinded and stunned on a failed save for 1d6 rounds, as their consciousness is warped into a endless, scarcely lit mineshaft as they try to make their way back to their body. People who failed their saves can try again at the end of their turns until they have succeeded or the effect has worn off.

MYthic Actions

One for the Money (3 Actions). Voldir is able to draw strength from the wealth of his enemies. For every 100gp possessed collectively by enemies within 100ft of him, he gains a +1 to all saving throws, ability checks and attacks and damage rolls for 5(1d10) rounds. This effect can only be used once per short or long rest.

Deep Pockets (2 actions). Voldir's connections with money allow him to manipulate its properties. Everyone within 100ft of Voldir has their currency weigh 1lb per coin, stopping them in place if the weight exceeds hat they can carry normally. Enemies affected by this can spend one action to remove their currency from their person allowing themselves to move again freely. This effect lasts for 1 minute before dissipating.

Lair Actions

On initiative count 20 (losing initiative ties), Voldir takes a lair action to cause one of the following effects.

The Fires of Battle. The ventilation malfunctions, causing the room to rapidly heat to critical levels for life. This lair action can only be taken after the first lair action, and takes effect after one full round, and every round thereafter. After this lair action is used, everyone must make a DC 20 Constitution save or suffer the following conditions, cumulating as time continues. 1. Target takes 1d4 fire damage. 2. Target takes loses 10ft. of movement speed. 3. Target suffers a -1 penalty to their attack rolls, saving throws and skill checks. 4. The penalty becomes -2. 5. Target suffers Exhaustion level 1. 6+. Target's exhaustion state increases by +1. A successful save reduces the status level of the effects by 1.

Faulty Machinery. The chaos of battle has caused some of the machinery and environment to malfunction and break. Roll a d4 to determine what part of the forge malfunctions. 1. The pipes suspending and hanging from the ceiling come loose and spray hot steam around. 1d3 targets need to make a DC 18 Dexterity saving throw, suffering 1d4 fire damage on a failure, or 1d6 fire damage and being blinded until the end of their next turn on a critical failure (PF2E rules). 2. A section of walkway becomes unstable and falls. Anyone standing on that section must make a DC 16 Dexterity saving throw or fall with the walkway down 20ft and falling prone. 3. One of the machines malfunctions and starts shooting sparks from it. All creatures within 10ft of the machine must make a DC20 Dexterity saving throw, taking 3d8 lightning damage on a failure, or half as much on a success. 4. A massive pipe on the wall ruptures, sending shrapnel flying in all directions for 40ft. Everyone within that radius must make a DC 24 Dexterity saving throw or take 4d4 piercing damage, and anyone within 15ft also take 6d8 force damage.

In the caverns of one of the deepest and hottest pits of hell, living in a large cave system. A large expansive workshop, complete with; furnaces, forges, pipes, hoses, raised and lowered platforms that change elevation, complete with a large 25ft wide circular elevator in the centre.

Regional Effects

Usual Tactics

A giant 9-18ft tall man of dark complexion, and muscular build. Voldir possesses piercing emerald eyes and a bald head. Voldir has arms made of metal, capable of immense strength. He dresses in a simple off-white tunic and deep blue pants, and is adorned with belts, tools, and other miscellaneous equipment and trinkets.

If he enters combat, Voldir can often be seen wearing heavily modified and fortified plate armour of off-white with forest green and silver accents.

Suggested Environments


Created by

Aussie_Ranga0316.

Statblock Type

Monster

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