Large Fiend (Demon), Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 225 (11d10 + 150)
Speed 40 ft., Climb 15 ft., Burrow 80 ft.
STR
22 (+6)
DEX
15 (+2)
CON
26 (+8)
INT
3 (-4)
WIS
3 (-4)
CHA
3 (-4)
Saving Throws STR +13, CON +15
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Bludgeoning, Necrotic
Senses Blindsight 120 ft, Tremorsense 120 ft, Passive Perception 16
Languages Abyssal
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

keen senses it is blind it needs to use it other senses

Regeneration. The Burrow demon bezerker regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or holy water. If the Burrow demon bezerker takes radiant damage or damage from holy water, this trait doesn't function at the start of the Burrow demon bezerker's next turn.

Fear Aura. Any creature hostile to the Burrow demon bezerker that starts its turn within 30 feet of the Burrow demon bezerker must make a DC 20 Wisdom saving throw, unless the Burrow demon bezerker 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 Burrow demon bezerker's Fear Aura for the next 24 hours.

Magic Resistance. Burrow demon bezerker has advantage on saving throws against spells and other magical effects.

Vampire Weaknesses. The vampire has the following flaws:

The Burrow demon bezerker takes 10 (2d10) acid damage when it ends its turn in holy water.

Sunlight Hypersensitivity. The Burrow demon bezerker takes 10 (2d10) radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The Burrow demon bezerker makes two attacks.

Claws. Melee Weapon Attack: +15 to hit, reach 15 ft., one creature. Hit: 31 (4d12 + 7) slashing damage. Instead of dealing damage, the Burrow demon bezerker can grapple the target (escape DC 23).

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one willing creature, or a creature that is grappled by the Burrow demon bezerker, incapacitated, or restrained. Hit: 31 (4d12 + 7) piercing damage plus 12 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Burrow demon bezerker regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Gore. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 31 (4d12 + 7) Bludgeoning damage.

Charge. Burrow demon bezerker moves 40 ft in a straight line and hits slams into everything within the line. in the line it with a attack on the same turn, the target takes an extra 43 (6d12 + 7) Bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 40/80 feet away and knocked prone.

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/15/2020 7:07:57 PM
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1
1.1
Coming Soon
RedStar69

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