Gargantuan Aberration, Lawful Evil
Armor Class 25 Natural Armor
Hit Points 550 (25d20 + 300)
Speed 60 ft., Fly 120 ft.
STR
30 (+10)
DEX
15 (+2)
CON
30 (+10)
INT
26 (+8)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws STR +18, DEX +10, CON +18, INT +16, WIS +16, CHA +18
Skills Arcana +17, Deception +19, Insight +17, Perception +17, Persuasion +19
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120ft., Truesight 120 ft., Passive Perception 27
Languages All, Telepathy 500ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

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.

Actions

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.

Legendary Actions

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.

Previous Versions

Name Date Modified Views Adds Version Actions
8/7/2020 12:58:31 PM
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3
5
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8/21/2020 1:09:01 PM
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0
6
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10/3/2020 2:40:11 PM
40
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10/21/2020 4:33:30 PM
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Nick_Sykas

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