Shapechanger. (Vampire) If Boab isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.
While in bat form, Boab can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, Boab can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Shapechanger. (Weretiger) Boab can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Legendary Resistance (3/Day). If Boab fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, Boab transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.
While it has 0 hit points in mist form, Boab can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. Boab regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. Boab can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Keen Hearing and Smell. Boab has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form Only). If Boab moves at least 15 feet straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a DC 20 Strength saving throw or be knocked prone. If the target is prone, Boab can make one bite attack against it as a bonus action.
Vampire Weaknesses. Boab has the following flaws:
Forbiddance. Boab can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Boab takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Boab's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Boab takes 20 radiant damage when it starts its turn in nonmagical sunlight. While in nonmagical sunlight, it has disadvantage on attack rolls and ability checks. Regular sunlight affects Boab in the same manner if the Daywalker's Eyepatch is removed.
Multiattack. (Vampire/Hybrid Form Only). Boab makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire/Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d8 + 6) bludgeoning damage. When in Humanoid or Hybrid form, Boab can grapple the target instead of dealing damage (escape DC 20).
Bloodmourne (Vampire/Hybrid Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 12 (1d12 + 6) slashing damage, as well as 3 (1d6) fire and 3 (1d6) necrotic
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Boab, incapacitated, or restrained. Hit: 11 (1d10 + 6) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Boab 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm. Boab targets one humanoid it can see within 30 feet of it. If the target can see Boab, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards Boab as a trusted friend to be heeded and protected. Although the target isn’t under Boab's control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time that Boab or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Boab is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.
Giant's Might (Recharges after a Short or Long Rest): For 1 minute, Boab magically increases in size, along with anything it is wearing or carrying. While enlarged, Boab is Large, adds 1d8 to its melee attacks, and makes Strength Checks and Strength Saving Throws with advantage. If Boab lacks the room to become Large, it attains the maximum size possible in the space available.
Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Boab 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. The vampire regains spent legendary actions at the start of its turn.
Move. Boab moves up to its speed without provoking opportunity attacks.
Melee. Boab makes one unarmed strike or weapon attack.
Evil Eye. Boab may make use of his Evil Eye ability.
Bite (Costs 2 Actions). Boab makes one bite attack.
Transformation (Costs 2 Actions). Boab may change his form in any manner that he is allowed.
Description
Bloodmourne Stats:
Hellborn This weapon is infused with a demon's soul and forged by one. This weapon deals an extra 1d6 of Necrotic damage, as well as an extra 1d6 Fire damage. These only apply against Celestial and Good creatures. Celestials take double damage from this weapon. In addition it has a +2 bonus to attack rolls.
Soul Crypt When this weapon is used to reduce a creature to 0 hit points, (unless it is a undead or construct) the wielder can choose to make the creature make a DC 18 Charisma saving throw. On a failure, the creature's soul is trapped in Bloodmourne along with the Goristro. If they succeed, they return to one hit point and do not die. Regardless of whether or not creature succeeds the throw, this effect can only be used once. The greataxe regains use of this effect at dawn.
Sense of the Goristro This weapon allows you to perfectly recall any path you have traveled, and it can notify the wielder of paths traveled and enemies that it can see. This gives the wielder advantage on Perception checks involving sight.
Mercy of Brethren The Goristro still misses his former friends in the hells, as a result it is hesitant to attack his demon kin. You have disadvantage on attack rolls with this weapon against fiends.
Wretched Hate When the wielder dies and they are wielding Bloodmourne, they go into a blind rage until the end of your next turn after which you die and your soul gets absorbed into Bloodmourne on a failed DC 18 Charisma saving throw. While under this effect, your AC becomes 25, you regain 1 hit point, your weapon attacks deal double damage, your movement speed increases by 45 feet, and you gain immunity to all damage execpt slashing, bludgeoning, and piercing damage from magical or Blessed weapons. While in this state, you attack the closest creature to you. If there is more than one in range, then the creature that is at the lowest health that isn't an ally takes priority, unless a creature of celestial heritage could be moved to and attacked, in which case that is the target it takes priority.
Searing Pain When the wielder suffers from a critical hit, they must make a Constitution saving throw at a DC of 18. On a failure, the weapon loses it's power for 1d6 turns, and you are rendered vulnerable to the attack. All Constitution saving throws to maintain concentration on a spell are made at disadvantage.
Sentience. Bloodmourne is a Neutral Evil greataxe. He has Intelligence 18 (+4) Wisdom 12 (+1) Charisma 10 (+0). He can send telepathic messages to the wielder, someone with direct contact, or someone attuned to it that is at most 60 feet away. He has hearing and darkvision out to a range of 60 feet. He can speak Deep Speech, Abysall, and any language the wielder can speak. He speaks in whatever voice he chooses.
Daywalker's Eyepatch. While wearing this eye patch, you gain these benefits:
You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Hypersensitivity or Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, or to reveal your creature type, location, or alignment. Creatures can communicate telepathically with you only if you allow it.
Belt of Giantkin. Upon equipping this ancient and enormous belt, your strength is increased in relation to whichever Giant you claim kinship with (this process is detailed further on the item card). You may speak, read, and write Giant if you do not already have proficiency. You gain expertise with one Artisan's Tool with which you are proficient. You gain advantage on all Charisma ability checks to interact with Giants. You may deflect a number of ranged weapon attacks a day equal to your proficiency bonus.
The belt is currently set to kinship with Fomorians.
Lair and Lair Actions
Boab's Lair
A vampire generally 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. Boab, however, is a man with a sense of purpose and destiny who has warped the very world around him to follow his seemingly divine will. Fomorians and Weretigers find themselves drawn to his lair with the promise of power or vengeance.
As well as the effects listed below, apply the effects of 'Shadowfell Despair' (found within the DMG in the Shadowfell section under 'Optional Rules').
Regional Effects
The region surrounding Boab'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 tigers 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 Boab is destroyed, these effects end after 2d6 days.
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Posted Mar 13, 2021I made a mistake and forgot to remove the 'Unfinished' portion from his name. Barring any huge mistakes I notice, he's all finished! Firbolg, Weretiger, Vampire... Boab represents all that can happen to the gentlest of Giants when they feel that their society and Code has betrayed them.