Venger

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.

Enjoy.


VENGER
Medium fiend (demon), neutral evil
AC 19 (fiend forged blackiron mail); HP 262; Speed 30 ft., fly 30 ft.
STR 12 (+1), DEX 15 (+2), CON 22 (+6), INT 22 (+6), WIS 16 (+3), CHA 22 (+6)
Saving Throws INT +12, CON +12, WIS +9, CHA +12
Skills Arcana +12, Deception +12, History +12, Persuasion +12
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 13
Languages Common, Abyssal, Infernal 
Challenge 19 (22,000 XP); Proficiency Bonus +6

Innate Spellcasting. Venger’s innate spellcasting ability is Intelligence (spell save DC 17). He can innately cast the following spells, requiring no material components:

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:

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.

Heartstone Weakness.  If Venger is exposed to a heartstone, he looses all his immunities and resistances until the start of his next turn.  He may expend a use of legendary resistance to cancel this effect.
Actions
Disdain for Melee. Venger makes two attacks choosing from casting a spell, teleport and force ray so long as he does not make any kind of physical attack.
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 1d8 + 1 piercing damage plus 3d8 fire damage. If Venger scores a critical hit, he rolls damage dice three times, instead of twice.
Teleport. Venger magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Force Ray. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 3d6 force damage.
Legendary Actions
Venger 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. Venger regains spent legendary actions at the start of his turn.
  • Cast a Spell. Venger casts a spell of his choice.
Venger is usually mounted on his nightmare steed when encountered outside of his fortress.  This is a typical nightmare but with maximum hit points.