Large
Fiend
CR 17
Lawful Evil
Veshrun Keth
Fell Inquisitor of the Night
Once a radiant lieutenant of Selûne, Veshrun Keth's wings blackened and mind turned cold after a secret conversion to Shar. He hunts aasimars with methodical cruelty: cutting them down where they sleep, corrupting holy sites, and harvesting the faint remnant of their celestial spark. Veshrun is terrifying not only for his martial prowess but for the intimate knowledge he keeps of how light is born in mortal flesh — he knows how to rend it, how to pervert prayers into despair, and how to leave survivors hollow and whispering of shadows at the edge of their vision.
Armour
19
natural armor
Hit points
263
25d10+125
Speed
40ft
40 ft., fly 80 ft.
Challenge
17
18,000 XP
STR
20
+5
DEX
18
+4
CON
20
+5
INT
14
+2
WIS
18
+4
CHA
20
+5
Saving throws
WIS +10, CHA +11
Skills
Perception +10, Stealth +9, Intimidation +11
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage immunities
necrotic
Condition immunities
charmed
Senses
truesight 120 ft., darkvision 120 ft., passive Perception 20
Languages
Common, Celestial, Infernal
Multiattack. The Veshrun Keth makes three attacks: two with Shadowgreat and one with Wing Buffet.
Shadowgreat. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 24 (3d10+5) slashing damage plus 27 (6d8) necrotic damage as Veshrun siphons the target's radiance.
Wing Buffet. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 18 (2d10+5) bludgeoning damage. If the target is a celestial (including aasimars) or a creature that emits light as a spell or innate trait, it takes an additional 18 (4d8) radiant damage and is pushed up to 15 feet and knocked prone (DC 19 Strength save negates the push and prone).
Gloombind (Recharge 5-6). Veshrun stretches out a hand and attempts to bind a creature's inner light. One creature he can see within 90 feet must succeed on a DC 19 Wisdom saving throw or be blinded and suffer 36 (8d8) necrotic damage as a tether of shadow clamps the soul. On a successful save, the target takes half damage and is not blinded. A blinded target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Eclipse Shroud (1/day). Veshrun engulfs a 30-foot-radius sphere centered on himself in unnatural night for 1 minute. The area is magical darkness that only he can see through. Creatures that start their turn in the area (other than Veshrun) take 22 (5d8) psychic damage as memories of light turn to dread. A creature can end the effect for itself by succeeding on a DC 19 Wisdom save; doing so also forces Veshrun to make a DC 19 Charisma saving throw or have the spell end for everyone (he succeeds automatically on this save against non-divine sources).
Retributive Shadow. When a creature the Veshrun can see attacks him with a melee attack and misses, Veshrun can make a Shadowgreat attack against that creature as a reaction.
The creature can take 3 legendary actions per round, choosing from the options below.
Shadow Step. Veshrun teleports up to 60 feet to an unoccupied space he can see in dim light or darkness. He can then make one Shadowgreat attack.
Siphon Glance. Veshrun glares at one creature within 30 feet. The target must succeed on a DC 19 Constitution saving throw or lose the benefit of one spell slot of its choice (if it has spellcasting) or suffer 18 (4d8) psychic damage. On a success, the target takes half damage and keeps its spell slot.
Wing Sweep. Veshrun beats his wings. Each creature of his choice within 20 feet must make a DC 19 Strength saving throw, taking 27 (6d8) bludgeoning damage and being knocked prone on a failed save, or half as much and not prone on a success.
Veshrun Keth fell during the Night of Unmoored Moons, when a Selûnite conclave was beset by a cult of Shar that promised mercy from a relentless cosmic burden. Veshrun survived the rites that made several seraphic minds obdurate and cold; he emerged with his feathered armor dimmed and with new doctrines: that blindness is clarity and that celestial fire must be ordered into shadow. He turned on his former kin, fracturing the conclave and stealing relics that once amplified lunar grace. Veshrun takes particular interest in aasimars, viewing them as both trophies and repositories of the very radiance he now worships as a resource to be reshaped. He has been tied to a loose network of secretive shrines called the Black Lunaria, led by the shadow-priestess Adun Mirreth, and opposed by the scholar-archivist Halmin Ters (the Dawn Census), who catalogues Veshrun's massacres and searches for a way to restore what was corrupted. Legends speak of a ruined watchtower called the Kestrel Hollow where Veshrun once bound a captured aasimar's glow to a moonstone and used it to plunge a whole valley into artificial midnight for a season.
Veshrun is a towering figure in dulled chain and plates plated with petal-like scales that seem to drink light. His once-silver wings are now sheened in inky black with ragged tears that glimmer with faint pinpricks of starless light. His face keeps an angelic bone-structure — a high brow and stern jaw — but his eyes are pools of smoked glass with a slow inner motion like oil; he bears a vertical scar across one cheek with faint, stitched runework. He carries a long, dark greatsword whose fuller runs with a moving pattern like a crescent moon in eclipse; a tattered banner hangs from his pauldron, a remnant of his Selûnite rank now embroidered with Shar's sigil. Textures: matte black feathers with subtle iridescence where light clings, worn steel dulled by shadow, and skin that looks too smooth, as if polished by night itself. Scale reference: he stands roughly a head taller than a human warrior (about 7½ feet tall) with wings that span nearly 20 feet when unfurled. Environment hint: often depicted standing atop ruined temple steps, moonlight turning to smears of charcoal around him.
Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence
More Fiends
Malthysar
Malthysar is not a hulking brute but a speaking apocalypse: a lithe, horned fiend whose voice bends reality. It never gestures or reaches into pockets for components — every curse, ruinous command…
Melathyr
Melathyr is a breathtakingly beautiful tiefling whose voice warps mortal hearts as surely as a blade rends flesh. She combines the grace of a stage diva with the predatory poise of a master…
Zarqonel
Zarqonel is an ancient, towering golden automaton fused to infernal essence: its burnished plates are etched with runes that pulse like a heartbeat around a single, lidless blue ocular lens and the…
Voruthrax
Voruthrax is a hulking, primordial fiend whose presence bends reality — the direct offspring of the Overseer's destructive aspect. Wherever it strides, ground ruptures into smoking fissures and the…
Zultharax
A hulking, malformed demon whose grin stretches too wide and whose eyes glitter with a ravenous intelligence, Zultharax preys on villages' smallest members. He toys with groups of children — luring…
Ferrolach Warden
A Ferrolach Warden stalks the border between the living and the damned like a warding hook—its body wrapped in living iron chains that rattle like a ledger of sins. It hunts escaped souls with…
