Vordt of the Ceaseless

by bfreeman

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Vordt the Ceaseless

Inspired by Vordt of the Boreal Valley from Dark Souls III as well as u/Amratat's post on r/DnDHomebrew.

Vordt the Ceaseless is a powerful devil inhabiting Cania, the eighth of the Nine Hells, where he serves as a brutal enforcer of the presiding archdevil Mephistopheles. He is a hulking beast of an entity that ambulates on all four of his limbs. A being of pure cold, simply being in his presence can freeze one to death. If that fails to incapacitate his foes, his metal-plated body and unearthly fortitude afford him ample time to pummel his foes into the ground with his giant mace. Although impossible to imagine, it is said that if Vordt feels as though a battle has begun to turn against him, he will enter a bestial rage and begin rebuking his assailants with newfound abandon.

Art: Thiago Lehmann

Vordt the Ceaseless

Huge fiend (devil), lawful evil


  • Armor Class 22 (natural armor)
  • Hit Points 348 (24d12 + 192)
  • Speed 30 ft. (90 ft. when below half hit points)

STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 26 (+8) 6 (-2) 14 (+2) 16 (+3)

  • Saving Throws Str +16, Con +14, Wis +8, Cha +9
  • Skills Athletics +16, Intimidation +9, Perception +8
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities cold, fire, poison
  • Condition Immunities exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Infernal, telepathy 120 ft.
  • Challenge 22 (41,000 XP)
  • Proficiency Bonus +6

Bestial Regression. At the start of Vordt's turn, if he has half or fewer of his total hit points remaining, he lets out a bestial howl, plants his mace in the ground, and regresses into a primal means of fighting, acquiring the following changes (further detailed where appropriate): his speed increases; his Freezing Aura trait becomes more powerful; his Reckless trait takes effect; he gains access to his Cold Breath and Trampling Charge actions; he loses access to his Mace attack; and he may grapple an additional creature with his Grasp attack.

Devil's Sight. Magical darkness doesn't impede Vordt's darkvision.

Exhausting Chill. If Vordt deals a total of 25 or more cold damage to a creature between the start of the creature's turn and the start of the creature's next turn, the creature suffers one level of exhaustion and the effects of the slow spell for 1d4 rounds.

Freezing Aura. As long as Vordt isn't incapacitated, whenever a creature moves with 20 feet of Vordt for the first time on its turn or starts its turn within that range, it must make a DC 22 Constitution saving throw. On a failure, it takes 10 (3d6) cold damage. On a success, the creature takes half as much damage. If Vordt has entered his Bestial Regression, the base damage increases to 21 (6d6). A creature killed by this effect freezes in place, as ice crystals form on and from within it. Vordt may suppress this aura at any time, no action required.

Legendary Resistance (3/Day). If Vordt fails a saving throw, he can choose to succeed instead.

Magic Resistance. Vordt has advantage on saving throws against spells and other magical effects.

Magic Weapons. Vordt's weapon attacks are magical.

Reckless. When below half hit points, Vordt gains advantage on his attack rolls, and attack rolls against him have advantage.

Undercarriage Clearance. Creatures that are Medium or smaller and standing on the same surface as Vordt may move beneath Vordt (occupying the same space). While doing so, a creature as advantage on weapon attack rolls made against Vordt.

Statblock continued on the next page.



Actions

Multiattack. Vordt makes three attacks choosing from Grasp, Mace, and Throw; or makes one Trampling Charge attack and one Grasp, Mace, or Throw attack.

Grasp. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit 24 (3d6 + 10) bludgeoning damage plus 7 (3d6) cold damage. If the target is a Large or smaller creature, the target is grappled by Vordt. If Vordt is already grappling the target of his Grasp attack, he makes the attack roll with advantage. While grappled in this way, a creature moves with Vordt. Vordt's movement is not hindered by the grapple. Vordt may only grapple one creature at a time in this way, unless his Bestial Regression trait has been triggered, in which case he may grapple a second creature.

Mace (Above Half Hit Points). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit 24 (4d6 + 10) bludgeoning damage plus 7 (2d6) cold damage. If the target is a creature, it must succeed on a DC 24 saving throw or be pushed 10 feet away from Vordt and be knocked prone.

Throw. Vordt hurls one Large or smaller creature that he has grappled up to 40 feet (20 feet if Large) away. The target must make a DC 18 Dexterity saving throw, taking 24 (4d6 + 10) bludgeoning damage and falling prone on a failure. On a success, the target takes half as much damage and doesn't land prone.

Cold Breath (Below Half Hit Points; Recharge 5-6). Vordt exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much on a successful one.

Trampling Charge (Below Half Hit Points). Vordt moves at least 40 feet in a straight line without provoking attacks of opportunity. While moving in this way, Vordt may move through another creature's space if the creature is Large or smaller. Any creature that Vordt moves through the space of must make a DC 18 Dexterity saving throw and a DC 22 Constitution saving throw. If the creature fails the Dexterity saving throw, it takes 24 (4d6 + 10) bludgeoning damage and must succeed on a DC 24 Strength saving throw or be knocked prone. The creature takes 10 (3d6) cold damage if it fails the Constitution saving throw or half as much on a success. Vordt may end his charge occupying the space of another creature if the creature is Large or smaller. If that creature fails its Dexterity saving throw, Vordt may make one Grasp attack against it as a bonus action.

Legendary Actions

Vordt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Attack. Vordt makes a Grasp, Mace, or Throw attack.

Detect. Vordt makes a Wisdom (Perception) check.

Move. Vordt moves up to half of his movement.

Mace Sweep (Above Half Hit Points; Costs 2 Actions). Vordt makes a Mace attack against every creature in a half-circle in front of him. This Mace attack deals 17 (2d6 + 10) bludgeoning damage instead of its normal amount of bludgeoning damage.

Body Slam (Below Half Hit Points; Costs 2 Actions). Vordt runs up to 15 feet and then jumps in the air and lands up to (an additional) 15 feet away. Every creature in Vordt's space when he lands must make a DC 18 Dexterity saving throw. On a failure, a creature takes 38 (8d6 + 10) bludgeoning damage and must succeed on a DC 24 Strength saving throw or be knocked prone.

 

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