Legendary Resistance (3/Day). If the varghulf fails a saving throw, it can choose to succeed instead.
Regeneration. The varghulf regains 25 hit points at the start of its turn if it has at least 1 hit point
Spider Climb. The varghulf can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The varghulf makes three attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 3) slashing damage. plus 11 (3d6) necrotic damage. Instead of dealing the slashing damage, the varghulf can grapple the target (escape DC 20).
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the varghulf, incapacitated, or restrained. Hit: 13 (2d6 + 4) 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 the varghulf 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 varghulf's control.
Children of the Night (3/Day). The vampire magically calls 3d4 swarms of bats provided that the sun isn’t up. While outdoors, the varghulf can call 3d6 wolves instead. The called creatures arrive in 1 round, acting as allies of the varghulf and obeying its commands. The beasts remain for 1 hour, until the varghulf dies, or until the varghulf dismisses them as a bonus action.
The varghulf 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 varghulf regains spent legendary actions at the start of its turn.
Move. The varghulf moves up to its speed without provoking opportunity attacks.
Claws. The varghulf makes one claw attack.
Bite (Costs 2 Actions). The varghulf makes one bite attack.
Lair and Lair Actions
A Vampire’s Lair
A vampire 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.
Regional Effects
The region surrounding a vampire’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 the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.
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