Legendary Resistance (3/Day). If Vampyr fails a saving throw, it can choose to succeed instead.
Magic Resistance. Vampyr has advantage on saving throws against spells and other magical effects.
Necrotic Absorption. Whenever Vampyr is subjected to necrotic damage, it takes no damage and instead regains a number of hit points equal to the necrotic damage dealt.
Regeneration. Vampyr regains 50 hit points at the start of its turn if it has at least 1 hit point. If Vampyr takes psychic damage, this trait doesn't function at the start of its turn.
Magic Attacks. Vampyr's weapon attacks are magical.
Fear Aura. Any creature hostile to Vampyr that starts its turn within 60 feet of Vampyr must make a DC 25 Wisdom saving throw unless Vampyr is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Vampyr's Fear Aura for the next 24 hours.
Multiattack. Vampyr makes four attacks: One with its bite, two with its claws, and one with its tail.
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 13 (1d6 + 10) piercing damage, plus 9 (3d6) necrotic damage. The target must succeed on a DC 23 Constitution saving throw or become poisoned. While poisoned in this way the target can't regain HP and takes 18 (6d6) necrotic damage at the start of each of its turns. Vampyr regains half the damage dealt. The poisoned creature can make the save again at the end of each of its turns.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 20 (2d10+10) slashing damage, plus 8 (2d8) necrotic damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 28 (4d10+10) bludgeoning damage. The target must succeed on a DC 21 Dexterity saving throw or fall prone.
Vampyr 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. Vampyr regains spent legendary actions at the start of its turn.
Mist Travel. Vampyr disperses into mist and moves up to half its speed without provoking attacks of opportunity.
Shadow Strike. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 32 (4d10 +10) piercing damage, plus 12 (4d6) necrotic damage.
Shadow Burst (Costs 2 Actions). Vampyr releases a burst of dark energy. Each creature within 15 ft. of Vampyr must succeed on a DC 23 Dexterity saving throw or take 22 (4d6 +10) necrotic damage and be knocked prone. On a successful save a creature is not knocked prone and suffers half damage.
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