Shapechanger. If Vampyr isn't in running water or sunlight, it can use its action to polymorph into a swarm of bats, a dire wolf, or a medium cloud of mist, or back into its true form.
While in swarm of bats or dire wolf form, Vampyr can only speak through telepathy. In swarm of bats form, its walking speed is 0 feet, and it has a flying speed of 30 feet. In dire wolf form, its walking speed is 50 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 back to its true form if it dies.
While in mist form, Vampyr can only cast spells, but cannot take any other actions or manipulate objects. It can only speak through telepathy. It is weightless, has a flying speed of 30 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 cant 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.
Legendary Resistance (5/day). If Vampyr fails a saving throw, it can choose to succeed instead.
Dark Rejuvination. When Vampyr drops to 0 hit points, the Dark Power of the Vampyr within it is expelled, and the Dark Power of Osybus takes the oppurtunity to enter the host, instantly transforming it into Osybus.
Innate Spellcasting. Vampyr's spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Vampyr, Star of Blood, can innately cast the following spells, requiring no material components:
At Will: Eldritch Blast (17th level), Cause Fear
3/day each: Counterspell, Blight, Finger of Death
1/day each: Power Word Pain, Power Word Stun, Power Word Kill
Magic Resistance. Vampyr has resistance on saving throws against spells and other magical effects.
Not of this World. At the end of each of its turns, Vampyr takes 39 (6d12) force damage.
Multiattack (Vampire Form Only). Vampyr can make three attacks, only one of which can be a bite attack.
Blood Drain (Vampire or Bat Swarm Form Only). Ranged Weapon Attack: +11 to hit, range 40 ft., nearest target. Hit: 15 (2d10+4) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Vampyr regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Mist Grab. Melee Weapon Attack: +13 to hit, range 5 ft., one target. Hit: 10 (1d10+4) necrotic damage. If the target is a creature, Vampyr grapples it (escape DC 21). The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Vampyr regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Bite. Melee Weapon Attack: +13 to hit, range 5 ft., one willing creature, or a creature that is grappled or charmed by Vampyr, incapacitated, or restrained. Hit: 22 (3d10+6) piercing damage plus 11 (2d10) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Vampyr regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Torpor (Recharge 5-6). All creatures in a 30-foot cone in front of Vampyr must make a DC 20 Wisdom saving throw or be charmed. A charmed target regards Vampyr as a trusted friend to be heeded and protected. The target isn't under Vampyr's control, but it takes Vampyr's requests and actions in the most favorable way and lets Vampyr bite it.
Each time Vampyr or its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until Vampyr is destroyed, is one a different plane of existence than the target, or takes a bonus action to end the effect.
Vampyr can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn, except for its Dark Presence ability. Vampyr regains spent legendary actions at the start of its turn.
Shadowstep. Vampyr moves up to its speed without provoking opportunity attacks.
Feed. Vampyr makes one Blood Drain or Mist Grab attack.
Bite (Costs 2 Actions). Vampyr makes one Bite attack.
Dark Presence (Costs 2 Actions). Vampyr avoids taking damage from Not of this World at the end of its turn.
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