
Unveiling the Shadows of Nex Vita: Meet the Elders Who Shape Death into Power
Welcome, fellow adventurers and storytellers! Today, we’re diving into the enigmatic and chilling world of Nex Vita for use in your D&D game, a dark druidic circle where death is not just an end but a transformation into true power. Let’s pull back the veil on this sinister organization and meet the key players who make Nex Vita a force to be reckoned with. You can use this organization for your table top role playing game as is or make any adjustments you want
Vaelara Wildehart: The Beast of Nature’s Brutality
First up is Vaelara Wildehart, the fearsome leader of Nex Vita and a living embodiment of nature’s raw, brutal power. Picture this: a towering, muscular figure with glowing green eyes, short auburn hair, and a hide armor stitched together from the remains of her vanquished foes. Vaelara’s presence alone is enough to instill fear.
So, what drives Vaelara? Her motivation is rooted in the belief that the true essence of nature is feral and unforgiving. She sees the ritualistic killing and rebirth not merely as a transformation but as a form of liberation from the mundane limitations of mortal life. Vaelara thrives on this raw power, and her leadership is characterized by a blend of strength and terror. She believes that only the strongest deserve to ascend to the ranks of the Reborn, embodying the ultimate expression of nature’s might.
Her abilities reflect her brutal philosophy. With her capacity to shape-shift into formidable beasts, elongate her claws and teeth, and unleash sweeping, devastating attacks, Vaelara enforces her belief that nature’s brutality is the key to true power. The ability to transform into monstrous forms and wield overwhelming physical force makes her a living nightmare for those who oppose her. She uses her connection to druidic powers to see what else could be possible. Her newest ambition is to seek out lycanthropes, particularly were vultures as she has designs to make a new form called Necrotherians. Necrotherians are a twisted form of the curse of lycanthropy that mixes the animal nature of the curse with that of undeath.
Caelith Mor’vanna: The Keeper of Secrets
Next, we have Caelith Mor’vanna, the nonbinary yuan-ti pureblood who handles the cultural and doctrinal aspects of Nex Vita. With a voice that carries a hypnotic quality and robes adorned with protective bone armor, Caelith is both alluring and unsettling. Their appearance, with translucent skin revealing a layer of hidden scales, perfectly symbolizes their role as the keeper of secrets.
What drives Caelith? Their passion lies in the intricate web of knowledge and manipulation. As the teacher and persuader of the circle, Caelith is responsible for indoctrinating newly reborn members into Nex Vita’s twisted philosophy. They use their knowledge of divination magic to foresee and influence events, ensuring that the Reborn adhere to the circle’s doctrine. Their goal is to mold every new member into a perfect embodiment of Nex Vita’s ideals, shaping them into loyal servants of their dark vision.
Caelith’s abilities are designed to deceive and control. From their skill in divination to their subtle manipulation, they excel in bending others to their will. Their role is less about brute strength and more about mental domination and control, making them a master of influence and persuasion.
Dravin Bahl’kiir: The Master of Decay
Last but certainly not least is Dravin Bahl’kiir, the reborn tabaxi whose focus is on death magic and decay. Dravin’s appearance is both sinister and mesmerizing, with patchy fur, sharp black claws, and a crown of elk antlers that adds a macabre touch. His dark robes trail behind him like shadows, and his movement has an unnerving, gliding quality.
Dravin’s motivations are deeply tied to his fascination with decay and necromancy. He views death as a tool to be wielded with precision, using his mastery over decay and necromancy to weaken and destroy his enemies from a distance. Dravin’s ultimate goal is to spread the influence of Nex Vita’s death-centered philosophy, demonstrating the power that comes from embracing decay and the afterlife.
In battle, Dravin excels in ranged magical combat and necromancy, casting spells that rot and ruin. His role is to inflict suffering and spread the circle’s influence through the destructive power of death magic. His presence is a constant reminder of the circle’s grim philosophy and their belief in the transformative power of decay.
The Path of the Reborn
Each of these characters—Vaelara, Caelith, and Dravin—brings their unique motivations and strengths to the dark druid circle of Nex Vita. Their roles within the organization highlight the various facets of their belief system: nature’s brutality, the power of secrets and manipulation, and the destructive force of decay.
Whether your campaign is set in a world where Nex Vita operates in the shadows or your players are about to face off against these formidable figures, understanding their motivations and roles can add depth and intrigue to your game. So, how will your adventurers interact with these dark druids? Will they stand against their twisted vision or be drawn into the web of power and transformation?
Here are possible stat blocks should you wish to use these characters in your own games. Feel free to power them up or down as needed for your own stories.
Vaelara Wildehart
Large Reborn Elf, Lawful Evil
Armor Class 18 (Natural Armor)
Hit Points 276 (24d10+144)
Speed 40 ft.
STR 22 (+6)
DEX 18 (+4)
CON 22 (+6)
INT 16 (+3)
WIS 19 (+4)
CHA 18 (+4)
Saving Throws Str +11, Con +11, Wis +9
Skills Athletics +11, Intimidation +9, Perception +9, Survival +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Common, Elvish, Druidic, Sylvan
Challenge 16 (15,000 XP)
Traits
Legendary Resistance (3/Day). If Vaelara fails a saving throw, she can choose to succeed instead.
Shapechanger (Reborn Form). As a bonus action, Vaelara can transform into any beast whose CR is equal to or lower than her own (up to CR 16), or back into her true form. She can remain in her beast form indefinitely and retains her Intelligence, Wisdom, and Charisma scores as well as her ability to speak.
Brutal Strikes. Vaelara’s melee weapon attacks score a critical hit on a roll of 19 or 20. When she scores a critical hit, she can deal an additional 3d10 necrotic damage.
Ravage of the Wilds (Recharge 5-6). Vaelara’s strikes have a sweeping, feral quality. As an action, she can make one melee attack against every creature within her reach (10 feet). Each target hit takes the full damage of her melee weapon attack.
Actions
Multiattack. Vaelara makes three melee attacks with her Feral Claws.
Feral Claws (Beastform).
Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 21 (3d8+6) slashing damage plus 10 (3d6) necrotic damage.
Feral Bite.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 23 (3d10+6) piercing damage. The target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Nature’s Wrath (1/Day). Vaelara calls upon the primal power of nature to crush her enemies. Each creature of her choice within 30 feet of her must make a DC 18 Strength saving throw or take 45 (10d8) bludgeoning damage and be knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.
Legendary Actions
Vaelara 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. Vaelara regains spent legendary actions at the start of her turn.
- Feral Strike. Vaelara makes a claw or bite attack.
- Crushing Grasp (Costs 2 Actions). Vaelara targets one creature within 5 feet of her. The target must succeed on a DC 19 Strength saving throw or be grappled (escape DC 19). Until the grapple ends, the target is restrained and takes 13 (3d8) necrotic damage at the start of each of its turns.
- Ravenous Pounce (Costs 2 Actions). Vaelara moves up to her speed and makes one Feral Claws attack. If she hits, the target must succeed on a DC 19 Strength saving throw or be knocked prone.
Reactions
Deathless Rejuvenation. When Vaelara takes damage that would reduce her to 0 hit points, she can use her reaction to drop to 1 hit point instead. After using this ability, she cannot do so again until she completes a long rest.
Lair Actions (Optional)
If Vaelara is fought in her sacred grove, she can take lair actions to bolster her defenses or summon nature’s wrath:
- Feral Growth. Roots and vines erupt from the ground, creating difficult terrain in a 30-foot radius centered on a point she can see.
- Echoes of the Beast. Vaelara summons spectral forms of beasts she has conquered. Each creature of her choice within 60 feet must make a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
Caelith Mor’vanna
Medium Reborn (Yuan-ti Pureblood), Lawful Evil
Armor Class: 17 (Bone Armor)
Hit Points: 143 (22d8 + 44)
Speed: 30 ft.
STR: 10 (+0) | DEX: 14 (+2) | CON: 14 (+2) | INT: 20 (+5) | WIS: 18 (+4) | CHA: 18 (+4)
Saving Throws: Int +10, Wis +9, Cha +9
Skills: Arcana +10, Insight +9, Deception +9, Persuasion +9
Damage Resistances: Psychic, Poison
Condition Immunities: Charmed, Poisoned
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common, Abyssal, Draconic, Infernal, Telepathy 60 ft.
Challenge: 13 (10,000 XP)
Abilities:
- Innate Spellcasting: Caelith’s innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Caelith can innately cast the following spells, requiring no material components:
- At will: Animal Friendship (snakes only), Poison Spray, Suggestion
- 3/day: Fear, Hold Person, Divination
- 1/day: Scrying, Dominate Person
- Hypnotic Gaze: As an action, Caelith can target one creature within 30 feet that can see and hear them. The target must succeed on a DC 17 Wisdom saving throw or be charmed by Caelith
for 1 minute. While charmed, the creature is incapacitated and has a speed of 0. The effect ends if the charmed creature takes damage or if someone else uses an action to shake the creature out of its stupor.
- Diviner’s Eye (Recharges after a Short or Long Rest): When Caelith or a creature Caelith can see within 60 feet makes an attack roll, a saving throw, or an ability check, Caelith can roll a d10 and choose to add or subtract the number rolled to the result.
- Reborn Resilience: Caelith has advantage on saving throws against being charmed or frightened, and they have resistance to necrotic damage.
- Magic Resistance: Caelith has advantage on saving throws against spells and other magical effects.
- Serpentine Presence: Caelith can use a bonus action to command a snake-like appendage that emerges from beneath their robes. This appendage can perform minor tasks, such as retrieving small objects, opening doors, or activating simple mechanisms.
Actions:
- Multiattack: Caelith makes two melee attacks or casts one spell and uses Hypnotic Gaze.
- Bone Dagger: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 7 (2d6) poison damage.
- Grasp of the Serpent (Recharge 5-6): Caelith conjures spectral serpents to strike out at up to three creatures they can see within 30 feet. Each target must make a DC 17 Dexterity saving throw, taking 27 (6d8) poison damage on a failed save, or half as much on a successful one.
Dravin Bahl’kiir
Medium Reborn (Tabaxi), Lawful Evil
Armor Class: 15 (Tattered Robes)
Hit Points: 161 (23d8 + 69)
Speed: 40 ft.
STR: 12 (+1) | DEX: 18 (+4) | CON: 16 (+3) | INT: 18 (+4) | WIS: 16 (+3) | CHA: 16 (+3)
Saving Throws: Dex +9, Int +9, Wis +8
Skills: Arcana +9, Perception +8, Stealth +9
Damage Resistances: Necrotic, Cold
Condition Immunities: Frightened, Exhaustion
Senses: Darkvision 60 ft., Passive Perception 18
Languages: Common, Abyssal, Infernal, Sylvan
Challenge: 14 (11,500 XP)
Abilities:
- Innate Spellcasting: Dravin’s innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Dravin can innately cast the following spells, requiring no material components:
- At will: Chill Touch, Ray of Frost, Inflict Wounds
- 3/day: Blight, Vampiric Touch, Animate Dead
- 1/day: Finger of Death, Circle of Death
- Reborn Resilience: Dravin has advantage on saving throws against being charmed or frightened, and they have resistance to necrotic damage.
- Magic Resistance: Dravin has advantage on saving throws against spells and other magical effects.
- Rotting Aura: As a bonus action, Dravin can activate an aura of decay that extends 15 feet around them. Creatures within the aura at the start of their turn must succeed on a DC 17 Constitution saving throw or take 14 (4d6) necrotic damage. The aura lasts for 1 minute or until Dravin dismisses it (no action required).
- Ghostly Step (Recharge 5-6): Dravin can step into the ethereal plane for a brief moment. As a bonus action, they become invisible and can move through objects and creatures as if they were difficult terrain. This effect lasts until the start of their next turn.
- Necrotic Grasp: Dravin’s touch is imbued with necrotic energy. Whenever Dravin hits with an unarmed strike or melee spell attack, they can deal an extra 2d6 necrotic damage.
Actions:
- Multiattack: Dravin makes two ranged spell attacks or one melee attack and casts a cantrip.
- Needle Claws: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 9 (2d8) necrotic damage.
- Decay Bolt: Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 22 (4d10) necrotic damage.
- Wail of the Damned (Recharge 6): Dravin unleashes a horrific wail that chills the souls of those who hear it. Each creature within 30 feet of Dravin that can hear the wail must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also frightened until the end of their next turn.
These powerful characters could be fought individually or together. They would assuredly be accompanied by a variety of cultists and undead minions. They would likely not be willing to fight to the end unless there was a reason to die for the cause. When I used two of them at the castle, Dravin fought until he died, I gave the player who killed him a chance to describe his death. After the encounter was over and the party moved on, I described a scene that they had no way to witness as Dravins fur fell off and his skin shriveled. He then stood up as an undead and began walking in a direction away from where the party went. Possibly to encounter them again at another time. It invoked some amazing reactions from the players.
If you use these stat blocks in your game please let us know how it goes. I love making new characters, lore, magic items and so much more to share with the Nerdarchy community. Keep playing those role playing games, keep telling those amazing stories. Keep building those relationships in and out of game. Perhaps my next post will be a further story in this chain and I can tease out more information about Necrotherians. Only Time will tell.
Thanks for reading. Until Next Time. Stay Nerdy!
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September 18, 2024 at 10:48 am