Valeran


The Crown of Shadows
Human male Patriarch Quasi-Vampire 20th-level psionist/20th-level mage

Armor Class: -5
Mental AC: -10
Movement: 24, Fl 30 (C)
Hit Points: 152 (14 HD)
THAC0: 5
MTHACO: 1
No. of Attacks: 2 (psionic attacks) or 1
Damage/AT: 1d6+10 (fist)
Alignment: Neutral

STR 22, DEX 22, CON 22, INT 24, WIS 25, CHR 22, COM 22

Psionics (392 PSPs): Level: 20; Dis/Sci/Dev: 6/10/25; Attacks/Defenses: All/All.
Clairsentience - Sciences: aura sight (20), sensitivity to psychic impressions (21). Devotions: all around vision (22), danger sense (22), hear light (22), see sound (22).
Metapsionics - Sciences: psychic clone (17). Devotions: magnify (20), splice (special).
Psychokinesis - Sciences: telekinesis (22). Devotions: control body (20), control light (24), levitation (22).
Psychometabolism - Sciences: death field (14). Devotions: adrenalin control (19), body control (18), body equilibrium (19), double pain (19).
Psychoportation - Sciences: teleport (24). Devotions: dimension walk (20), dimensional door (21), teleport trigger (25), time shift (24), time/space anchor (24).
Telepathy (Primary) - Sciences: ejection (21), mindlink (20), mindwipe (18), psychic crush (21). Devotions: contact (25), ego whip (22), id insinuation (21), inflict pain (18), life detection (22), mind thrust (23), psionic blast (20).

Spells (5/5/5/5/5/4/3/3/2): 1st-burning hands, chromatic orb (x2), magic missile (x2), 2nd-choke (x2), darkness 15' radius, mirror image, web, 3rd-Articus's melee manager, dispel magic, fireball, lance of disruption, wizard sight, 4th-enervation, ice storm, fire shield, phantasmal killer, stoneskin, 5th-cone of cold, improved blink, lower resistance, magic jar, summon shadow, 6th-antimagic shell, barrier reaver, death spell, true seeing, 7th-delayed blast fireball, limited wish, seven-eyes, 8th-Abi-Dalzim's horrid wilting, maze, prismatic wall, 9th-Elminster's evasion, wish.

Weapons of Proficiency: Club, dagger (wielded & thrown), dart, hand crossbow, horseman's pick, quarterstaff, single weapon style, two handed style.

Nonweapon Proficiencies: Contact; direction sense; fire-building; harness subconscious; heraldry; hunting; meditative focus; mental armor (3 slots), modern languages (Dragon, Drow, Dwarven, Elven, Gnomish, Halfling); observation; rejuvenation; reading lips; reading/writing (any he can speak); religion (Faer�nian); riding land-based (horse); tumbling.

As a psionicist, Valeran gains both the contact and the mental armor proficiencies for free.

Equipment: Valeran carries nothing. With his powerful mind he can ruin kingdoms and spray its ashses across the Realms, thus he bothers naught with creature comforts. The only things he bears other than he is the clothing he wears, which is of the grandest quality available to him.

Magical Items: None.

Combat/Tactics: When engaging in combat, Valeran is a savage and fearsome opponent. He is physically very powerful, with a Strength score of 22; the crushing blows of his attacks are so fierce that they inflict 11-16 points of damage.

Valeran's vampiric form doesn't conform to either the standard AD&D game rules. He is a Patriarch vampire. When touching his victims, he drains 4 points of Wisdom per round. His gaze is one of his most powerful and dangerous weapons. Any person who allows the vampire to look into his eyes will be affected as if by a charm person spell. Victims save at -5 versus his charm ability if they look into his eyes; Valeran can also charm with his voice alone, however, victims of this type of charm save with no penalty to their saving throw; the perils cannot be understated. In this manner, he is often able to pass posted sentries and surprise his chosen victims.

Weapons of less than +4 enchantment pass through Valeran without harming him in any way. Even if attacked with and harmed by magical weapons, he regenerates 5 hit points per round. If reduced to zero hit points, he is not destroyed, but is forced to assume gaseous form. Once in this state, he will attempt to flee and return to its coffin where, after eight hours of rest, he regains its corporeal form. If the defeated vampire is unable to reach its coffin within 12 turns, however, its essence breaks up and the creature is truly destroyed. Often, Valeran employs the psionic power teleport trigger, which teleports him to his hidden sanctum, which is warded vs. divination magics and is heavily guarded.

Furthermore, he is immune to all non-magical substances that repulse vampires, can withstand up to 4 turns of sunlight, and regenerates 5 hit points per round. Like normal AD&D vampires, Valeran is immune to sleep, charm, all hold, mind-affecting spells, death spells, as well as poisons and paralysis of all kinds. Cold and electricity attacks only cause half their normal damage against him.

Otherwise, Valeran possesses all the other benefits and hindrances of normal vampires as listed in the Monstrous Manual, except the differences stated above. These abilities include assuming the form of a large bat or pale white-furred wolf with yellow eyes. Brief statistics for these forms are:

Dire Wolf: Dmg 2d8, AC 1 (6), THAC0 9, MV 30, SZ L, ML 16.
STR 24, DEX 23, CON 25, INT 24, WIS 25, CHR 12, COM 12

Bat: Dmg 1d2, AC 2 (8), THAC0 14, MV 15, Fl 30 (C), SD -3 penalty to opponents attack, SZ M, ML 16.
STR 22, DEX 25, CON 23, INT 24, WIS 25, CHR 9, COM 9

The above statistical information is modified using Player's Option: High-Level Campaigns in order to show the difference Valeran's high ability scores, present on his animal forms. Any changes in Charisma are from the appearance of the creatures form compared to that of others of its species to the human and demihuman eye (based on the original Intelligence category of a real world animal of the same type).

Valeran has his normal 22 Charisma and 22 Comeliness to animals of the same species as the animal form he has taken, but to humans and demihumans, he bears the adjusted above stats. Thus Valeran appears as one of the best looking creatures in the Realms, even while in animal form, as his is a very beautiful person to begin with, thus his other forms follow suit.

Allies/Companions: None.

Foes/Enemies: Anyone who gets in his way.

Appearance: Valeran stands fully 6 feet tall, with steel gray eyes and straight, long black hair. He wears rich clothing of the finest make in the styles back before the Arcane Age of the Realms. It is rumored that his insight into the mind and the Weave lead to the specialty of wizards in the form of the school of Mentalism! Likewise, he never wears anything on his head, as it must be free and uncluttered, like his potent mind.

Personality: Of all the undead creatures that stalk the world, one of the most enigmatic is the one known as Valeran, the Crown of Shadows. Unlike his more common vampiric kin, he was not created by another vampire; instead, with his knowledge of the planes and the sorcerous powers at his disposal, he willingly transformed himself into this state in order to exist long enough to pursue a goal so obscure that none living understand it. Moving silently through the night, he preys upon the living without mercy or compassion. Unlike his vampire kin, since Valeran never died, he does not need to return to a coffin during daylight hours, as his powers do not need to be renewed in this manner.

Experience (+10%): 3,104,945/3,934,985.

Experience For Next Level: 3,300,000/4,125,000.

Locales Frequented: The Great Desert and all other far reaches of the Realms, both above and below the surface.

Campaign Uses: An evil entity, Valeran may be used as an archnemesis of any adventuring group, as his experience and powers lend him deficult to deal with at any level.

Unique Abilities:

  • Illusionless Sight: Valeran is immune to all illusions of levels 1st through 6th level due to his immense intellect.

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