Veyr Kall - AI-generated fantasy Monster

Veyr Kall

Veyr Kall enforces the verdicts of the Obsidian Tribunal with ruthless precision. A former magistrate and military adjudicator, he was elevated after surviving the Trial of Shadows and binding the spirit of a celestial witness into his armor. Kall believes the Nova's Heart is not a source of power, but evidence in a cosmic case against mortal freedom. He has been sent to the Crystalline Vault to secure the Heart, silence unauthorized witnesses, and determine whether Veyr's superiors can extract its core without destroying the shrine.

MediumHumanoid(Human)CR Challenge Rating 13, elite controller and frontline bossLawful Evil

Veyr Kall

Obsidian TribunalAdjudicatorHumanoidHumanLawful EvilElite BossSpellcasterCrystalline VaultNova's Heart
HP168, 16d8 + 96AC19SPD30 ft.CRChallenge Rating 13, elite controller and frontline bossInsightIntimidationReligion
STR
20
DEX
12
CON
20
save
INT
14
WIS
16
save
CHA
18
save
Aura of Judgment. Enemies that start their turn within 10 feet of Kall have disadvantage on saving throws until the start of their next turn.
Ebon Resolve. Kall has advantage on saving throws against being charmed or frightened. He cannot be forced to drop a weapon or shield against his will.
Runic Concentration. Kall has advantage on Constitution saving throws made to maintain concentration on spells. When he succeeds on such a save, black runes briefly seal the wound that triggered it.
Tribunal Authority. Kall has advantage on saving throws against effects created by the Obsidian Tribunal, its servants, or its bound spirits.
Multiattack. Veyr Kall makes two Judgment Blade attacks.
Judgment Blade. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: slashing damage plus radiant damage. If the target is concentrating on a spell, it has disadvantage on the Constitution saving throw made to maintain concentration.
Radiant Burst. Veyr Kall releases a burst of searing verdict-light. Each creature of his choice within 20 feet of him must make a Constitution saving throw, taking radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save is blinded until the start of Kall's next turn.
Cast Spell. Veyr Kall casts one of the following spells, requiring no material components: hold person, blight, or wall of force. He can cast hold person or blight twice each per day, and wall of force once per day. He can cast a spell in this way as a bonus action.
Obsidian Verdict. Veyr Kall chooses one creature he can see within 60 feet. The target must succeed on a Wisdom saving throw or become marked by an obsidian verdict until the end of Kall's next turn. While marked, the target cannot benefit from invisibility or teleportation, and the next time Kall hits it with a Judgment Blade attack, the attack deals an extra necrotic damage.
Shield of Obedience. When Kall is hit by an attack, he adds 3 to his AC against that attack, potentially causing it to miss. If the attack still hits, Kall has resistance to the attack's damage.
Measured Advance. Kall moves up to half his speed without provoking opportunity attacks. If he ends this movement within 5 feet of a creature marked by Obsidian Verdict, that creature takes radiant damage.
Blade of Sentence. Kall makes one Judgment Blade attack against a creature within reach.
Pronounce Sentence (Costs 2 Actions). One creature Kall can see within 60 feet must succeed on a Wisdom saving throw or be frightened until the end of its next turn. A creature already frightened by this effect has its speed reduced to 0 until the end of its next turn.
Final Verdict (Costs 3 Actions). Kall targets one creature marked by Obsidian Verdict within 60 feet. The mark detonates, and the target must make a Constitution saving throw, taking necrotic damage plus radiant damage on a failed save, or half as much damage on a successful one. The mark then ends.
1st level
CommandEnchantment Kall compels one creature he can see within 60 feet to obey a one-word command on its next turn, provided the command is not directly harmful to it.
2nd level
Hold PersonEnchantment One humanoid Kall can see within 60 feet must succeed on a Wisdom saving throw or be paralyzed for up to 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
4th level
BlightNecromancy One creature Kall can see within 60 feet makes a Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
5th level
Wall of ForceEvocation Kall creates an invisible wall of magical force that can divide the battlefield, block passages, or isolate a target. The wall lasts for up to 10 minutes and cannot be dispelled.
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