Shapechanger. If Vampyr's Shadow 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, Vampyr's Shadow 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, Vampyr's Shadow 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.
Sanguine Siphoning. Vampyr's Shadow regains hit points equal to half of any necrotic damage it deals to creatures with blood. Additionally a creature's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if it's hit point maximum is reduced to 0.
Innate Spellcasting (Blood and Shadow). Vampyr's Shadow's has access to unique hemocraft and shadow magics and its innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Vampyr's Shadow can innately cast the following spells requiring no material components:
At will: Blood Shards, Crimson Rain, Sanguine Sword, Shadow Blood, Siphon Blood
Spellcasting. Vampyr's Shadow is a 9th-level spellcaster. It's spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). He has the following sorcerer spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): fog cloud, sleep
2nd level (3 slots): detect thoughts, hold person, invisibility, shadow image
3rd level (3 slots): haste, counterspell
4th level (3 slots): blight, phantasmal killer
5th level (2 slot): cone of cold, dominate person, geas
Legendary Resistance (3/Day). If Vampyr's Shadow fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Vampyr's Shadow is immune to spells of 1st level or lower, and has advantage on all other spells and magical effects.
Misty Escape. When it drops to 0 hit points outside its resting place, Vampyr's Shadow 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, it can’t revert to its true form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its true 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. Vampyr's Shadow regains 50 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 Vampyr's Shadow is within sunlight or running water or has taken radiant damage Vampyr's Shadow regains 10 hit points instead. If Vampyr's Shadow is within sunlight or running water or has taken radiant damage for 2 consecutive rounds then this trait doesn’t function at the start of Vampyr's Shadow's next turn.
Spider Climb. Vampyr's Shadow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Turn Immunity. Vampyr's Shadow is immune to effects that turn undead.
Vampyric Weaknesses. Vampyr's Shadow has the following flaws:
Forbiddance. Vampyr's Shadow can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Vampyr's Shadow takes 20 acid damage if it ends its turn in running water.
Sunlight Hypersensitivity. Vampyr's Shadow takes 20 radiant damage when it starts its turn in sunlight.
Multiattack. (True Form Only). Vampyr's Shadow makes three attacks, only one of which can be a bite attack.
Unarmed Strike (True Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. Instead of dealing damage, Vampyr's Shadow can grapple the target (escape DC 20).
Bite. (Bat or True Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vampyr's Shadow, incapacitated, or restrained. Hit: 14 (2d6 + 7) piercing damage plus 14 (4d6) necrotic damage. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Vampyr's Shadow’s control.
Blood Shard. Ranged Weapon Attack: +14 to hit, range 60ft, one creature. Hit 10 (1d4+7) piercing damage + 6 (1d10) necrotic damage.
Sanguine Sword. Melee Weapon Attack: +14 to hit, reach 5 ft, one creature. Hit 16 (2d8+7) necrotic damage.
When a creature is damaged by the Sanguine Sword it must make a Constitution saving throw (DC 20). On a success nothing happens. On a failure the Sanguine Sword draws a "blood tether" from the creature that attaches to the sword. When the Sanguine Sword hits another creature while a "blood tether" is attached to it the "blood tether" attaches to the second creature linking the two.
Once linked whenever one of the linked creatures takes damage, all linked creatures must make a Constitution saving throw (DC 20). On a failed save the creatures take half of the inflicted damage, on a success they take no damage.
A blood tether lasts until the targets are more than 90 feet apart. A blood tether counts as a spell for the purposes of dispel magic as a 5th level spell. It can also be removed by a remove curse spell cast at any level.
Charm. Vampyr's Shadow targets one humanoid it can see within 30 feet of it. If the target can see Vampyr's Shadow, the target must succeed on a DC 21 Wisdom saving throw against this magic or be charmed by Vampyr's Shadow. A creature that has been bitten by Vampyr's Shadow makes this save with disadvantage. The charmed target regards Vampyr's Shadow as a trusted friend to be heeded and protected. Although the target isn’t under Vampyr's Shadow's control, it takes Vampyr's Shadow’s requests or actions in the most favorable way it can, and it is a willing target for Vampyr's Shadow’s bite attack.
Each time Vampyr's Shadow or Vampyr's Shadow’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 Vampyr's Shadow is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Vampyr's Shadowe 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's Shadow regains spent legendary actions at the start of its turn.
Shadow Shift. Vampyr's Shadow teleports up to 30ft.
Unarmed Strike. Vampyr's Shadow makes one unarmed strike.
Bite (Costs 2 Actions). Vampyr's Shadow makes one bite attack.
Exsanguinate (Costs 2 Actions). All creatures affected by a blood tether must make a Constitution saving throw (DC 20) or take 18 (4d8) necrotic damage on a failure, half as much on a success.
Lair and Lair Actions
Vampyr’s Shadow's Lair
Lair Actions
On initiative count 20 (losing initiative ties), Vampyr's Shadow takes a lair action to cause one of the following effects; Vampyr's Shadow can’t use the same effect two rounds in a row.
- Shadowy tendrils forms and sweep at the feet of all creatures within 30 feet of Vampyr's Shadow. Each creature on the floor of the lair must succeed on a DC 17 Dexterity saving throw or be knocked prone.
- A mist of shadows swirls throughout the lair growing more intense in a 20-foot-radius sphere centered on a point Vampyr's Shadow can see within 120 feet of it. The mist spreads around corners. Each creature in the mist must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, any light source in the lair is extinguished unless it is created by a 9th level spell or an artifact.
- Vampyr's Shadow chooses one creature it can see within 60 feet of it who doesn't have all its current hit points. That creature must succeed on a DC 17 Constitution saving throw or a blood tether immediately forms from an open wound on that creature's body and attaches itself to the Sanguine Sword.
Regional Effects
The region surrounding a Vampyr's Shadow'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 Vampyr's Shadow’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If Vampyr's Shadow is destroyed, these effects end after 2d6 days.
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