Shadow Senses. The aspect can see through any kind of darkness, natural or magical, completely unhindered. Likewise, its gaze penetrates mists, dust, and similar phenomena that would normally reduce vision, natural or magical, completely uninhibited. While in dim light or darkness, the aspect has advantage on all Wisdom (Perception) checks.
Shadow Nature. The aspect can occupy another creature’s space and vice versa. In addition, if air can pass through a space, the aspect can pass through it without squeezing.
Drenched in Despair. Any creature that starts its turn in the same space as the aspect must succeed on a DC 19 Wisdom saving throw or become stunned until the start of its next turn. If a creature stunned in this way starts its turn in the same space, it takes 14 (4d6) necrotic damage and the aspect regains the same amount of hit points.
Legendary Resistance (3/Day). If the aspect fails a saving throw, it can choose to succeed instead.
Multiattack. The aspect attacks twice with its Shadow Hand. If Blood Vapor is available, it replaces one Shadow Hand attack.
Shadow Hand. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (5d8 + 6) necrotic damage. The target must succeed on a DC 19 Strength saving throw or be pulled by the shadow hand by up to 10 feet towards the aspect.
Blood Vapor (Recharge 5-6). The aspect targets a creature it can see within 60 feet of it. The target must suc- ceed on a DC 19 Constitution saving throw or be drained of blood through its eyes and nostrils. On a failed save, the target takes 33 (6d10) necrotic damage and has its Constitution score reduced by 2 (1d4). On a successful save, the target takes only half as much damage and does not have its Constitution score reduced. The aspect heals for the amount of damage taken by the target. If a target’s Constitution score falls to 0, it dies. A target regains 2 (1d4) of its lost Constitution at the end of a long rest until it reaches its original Constitution score.
Enter the description for how bonus actions work for your monster here.
The aspect 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 crea- ture’s turn. The aspect regains spent legendary actions at the start of its turn.
Move. The aspect can move up to its movement speed without provoking opportunity attacks.
Deathly Stare. The aspect turns its burning gaze onto a target it can see. The target must make a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Misty Movement (2 actions). The aspect can teleport anywhere in the mists that it can see.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Curse of Strahd aspect of Vampyr - lunchbreak heroes guide
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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