Gargantuan Undead, Chaotic Evil
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
30 (+10)
DEX
10 (+0)
CON
29 (+9)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +7, CON +16, WIS +9, CHA +13
Skills Perception +16, Stealth +7
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Petrified
Senses Blindsight 60 ft., Truesight, Passive Perception 26
Languages All telepathic, Common
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Vampyr fails a saving throw, it can choose to succeed instead.

Spellcasting. The Aspect of Vampyr is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It requires no somatic or material components to cast its spells. The Aspect of Vampyr has the following spells prepared:

counterspell 5/day

shadow of moil 1/day

tether essence 1/day

feeblemind 1/day

maddening darkness 1/day

 

Actions

Multiattack. The aspect of Vampyr can use its Vampiric Charm. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) necrotic damage. The necrotic damage heals Vampyr and reduces the target's maximum HP and remains this way until removed via a "Greater Restoration" spell or by completing a long rest.

Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.

Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.

Vampiric Charm Each creature of the aspect of Vampyr's choice that is within 120 feet of him and aware of it must succeed on a DC 21 Wisdom saving throw or become charmed 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.

Consume Essence (Recharge 5–6). The aspect of Vampyr targets a 90-foot cone and breathes in, not draining your blood, but your soul. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 HP in this way has disadvantage on Death Saving Throws

Legendary Actions

The aspect of Vampyr 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 Aspect of Vampyr regains spent legendary actions at the start of its turn.

I am the Ancient. The aspect of Vampyr opens their mind to three target creatures it can see, swarmind the target creatures' minds with the knowledge of aeons. A creature must succeed a DC 21 Intelligence saving throw or become stunned until the beginning of their next turn, or until an ally spends an action to revive them.

I am the Land. The earth itself swells up around you, roiling beneath your feet. The ground in a 100ft area becomes difficult terrain. Each creature on the ground that is concentrating must make a DC 21 Constitution saving throw. On a failed save, the creature’s concentration is broken.

Wing Attack (Costs 2 Actions). The aspect of Vampyr beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The Aspect of Vampyr can then fly up to half its flying speed without provoking opportunity attacks.

Description

Here, there is no stench of death, despite Vampyr's most definite undead appearance. The clouds overhead shift colour and coalesce - blocking out sun and moon alike. They writhe and swirl into a maroon maelstrom that begins spitting down a fine rain of blood. 

Lair and Lair Actions

Vampyr's Lair

 

When they became the first of the caged vestiges to be released, the Dark Powers gave Vampyr Barovia as his domain. He cannot interact with anyone on the plane directly - only through a champion, such as Strahd von Zarovich, unless a mortal is foolish enough to summon him directly. All of the Valley of Barovia is his lair, and you are tresspassers.

Lair Actions

On initiative count 20 (losing initiative ties), the Aspect of Vampyr takes a lair action to cause one of the following effects; the Aspect of Vampyr can’t use the same effect two rounds in a row:

  • The ground splits open at a point Vampyr can see within 120 feet of them, creating a 20-foot-high, 10-foot-radius swarm of bats. Each creature in the swarms’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
  • A tremor shakes the lair in a 60-foot radius around the Vampyr. Each creature other than Vampyr on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • The blood rain coalesces into a torrent from a cloud in a 20-foot-radius 50-ft-high cylinder centered on a point Vampyr can see within 120 feet of them. Its area becomes lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Dexterity saving throw or be blinded until the end of its turn, or until they spend their action to wipe their eyes free of the blood.

 

Habitat: ForestMountain

JezandReb

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