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Valin Sarnaster
- STR
- 18 (+4)
- DEX
- 10 (+0)
- CON
- 17 (+3)
- INT
- 11 (+0)
- WIS
- 18 (+4)
- CHA
- 16 (+3)
Valin has advantage on saving throws against spells and other magical effects.
While her heart remains in Alessia's body, Valin re-forms inside her sarcophagus, regaining all her hit points and becoming active again.
Valin Sarnaster is a 10th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Valin has the following cleric spells prepared:
Cantrips (at will): sacred flame, thaumaturgy
Level 1 (4 slots): command, guiding bolt, shield of faith
Level 2 (3 slots): hold person, silence, spiritual weapon
Level 3 (3 slots): clairvoyance, dispel magic
Level 4 (3 slots): divination, dimension door
Level 5 (2 slots): contagion, scrying
Level 6 (1 slots): harm
Actions
Valin can use her Dreadful Glare and makes one attack with her rotting fist.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Valin targets one creature she can see within 60 feet of her. If the target can see Valin, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of Valin's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.
Valin makes one attack with her rotting fist or uses her Dreadful Glare.
Blinding dust and sand swirls magically around Valin. Each creature within 5 feet of Valin must succeed on a DC 16 Constitution saving throw or be blinded until the end of her next turn.
Valin utters a blasphemous word. Each non-undead creature within 10 feet of Valin that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of Valin's next turn.
Valin magically unleashes negative energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can't regain hit points until the end of Valin's next turn.
Valin magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to her normal form. While in whirlwind form, Valin is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Valin remain in her possession.
Lair Actions
On initiative count 20 (losing initiative ties), Valin takes a lair action to cause one of the following effects; Valin can't use the same effect two rounds in a row.
- Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
- Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.
- Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in Valin's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.
Regional Effects
Valin's tomb is warped in any of the following ways by the creature's dark presence:
- Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled—wine turning to vinegar, for instance.
- Divination spells cast within the lair by creatures other than Valin have a 25% chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.
- A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.
If Valin is destroyed, these regional effects end immediately.
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Source: Candlekeep Mysteries, p. 182 - Licenses and attribution