Aura of Despair. Any creature that starts its turn within 30 feet of Vampyr must succeed on a DC 19 Constitution saving throw or take 14 (4d6) necrotic damage. The creature has disadvantage on the saving throw if it is frightened of Vampyr.
Soul Devourer. Any creature that is reduced to 0 hit points from damage done by Vampyr dies and cannot be revived by any means short of a wish spell.
Legendary Resistance (3/Day). When Vampyr fails a saving throw, it can choose to succeed instead.
Multiattack. Vampyr uses Claws twice, or it uses Claws and Gaze of Doom, if avaliable.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (5d8 + 6) necrotic damage.
Gaze of Doom (Recharge 5-6). Vampyr looks at a creature it can see within 120 feet of it. That creature must succeed on a DC 19 Constitution saving throw or take 26 (4d12) necrotic damage and become frightened until the end of Vampyr's next turn.
Vampyr can take 3 legendary actions, choosing from the options below.
Misty Step. Vampyr moves up to half of its movement without provoking opportunity attacks.
Claws. Vampyr makes one claw attack.
Gaze of Doom (costs 2 actions). If available, Vampyr uses Gaze of Doom.
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