There is a tradition in my house that when one of my kids hits the age of 10 we all watch the Dungeons & Dragons Cartoon together. This being my last round of watching with the family as a part of this tradition I thought it would be fun to convert some of the creatures and magic items for 5e.
In the TV series, he is no match for Tiamat but is otherwise the most powerful force of evil in the world. So I took my cue from that hint.
Innate Spellcasting. Venger’s innate spellcasting ability is Intelligence (spell save DC 17). He can innately cast the following spells, requiring no material components:
- At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion, shield, counter spell
- 3/day each: dimension door, fear, wall of fire
- 1/day each: fire storm, mass suggestion
Spellcasting. Venger is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:
- Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
- 1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire
- Invocations: agonising blast, army of shadows, ascendant step, beguiling influence, devil’s sight, eldritch sight, eldritch spear, fiendish vigor
Dark One’s Own Luck (Recharges after a Short or Long Rest). When Venger makes an ability check or saving throw, he can add a d10 to the roll. He can do this after the roll is made but before any of the roll’s effects occur.
Fiendish Blessing. The AC of Venger includes his Charisma bonus.
Magic Resistance. Venger has advantage on saving throws against spells and other magical effects.
Magic Weapons. Venger’s weapon attacks are magical.
Legendary Resistance (3/Day). If Venger fails a saving throw, he can choose to succeed instead.
Immortality. Venger cannot be killed, only redeemed. While his alignment is neutral evil, and Venger is destroyed he gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within the Fortress of Despair.
Teleport. Venger magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
- Cast a Spell. Venger casts a spell of his choice.