Huge Aberration, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 297 (22d12 + 154)
Speed 40 ft., Fly 40 ft.
STR
22 (+6)
DEX
19 (+4)
CON
28 (+9)
INT
16 (+3)
WIS
9 (-1)
CHA
8 (-1)
Saving Throws DEX +11, CON +16
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 120 ft, Passive Perception 20
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Annihilating Aura. Any creature that starts its turn within 45 feet of Vampyr must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant Vampyr advantage on attack rolls against it until the start of the creature’s next turn. Undead are immune to this aura. Additionally, when a creature in the Aura's range is healed by a spell or ability, the caster takes necrotic damage equal to half of the health restored.

Life Eater. A creature reduced to 0 hit points from damage dealt by Vampyr dies and can’t be revived by any means short of a wish spell.

Sealed Fate. Vampyr scores a critical hit on an attack roll of 19 and 20.

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

Divine Vulnerability. The first time each turn Vampyr takes radiant damage roll (1d8). Vampyr loses the following condition immunity or damage resistance depending on the result until the start of its next turn:
1 - Stunned
2 - Restrained
3 - Deafened
4 - Lightning
5 - Bludgeoning, Piercing, and Slashing from Magic Weapons
6 - Cold
7 - Fire
8 - All of the above

Actions

Multiattack. Vampyr uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available.

Enervating Focus. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.

Finger of Doom (Recharge 6). Vampyr points at one creature it can see within 300 feet of it. The target must succeed on a DC 23 Wisdom saving throw or take 75 (10d6+40) necrotic damage and become frightened until the end of Vampyr's next turn. While frightened in this way, the creature is also paralyzed. If a target’s saving throw is successful, the target is immune to Vampyr’s Finger of Doom for the next 24 hours. Finger of Doom works as the Disintegrate spell against objects and creatures.

Reactions

Hallowed unmaking. Vampyr can use its reaction to force an enemy creature within its Annhilating Aura to reroll an attack.

Legendary Actions

Vampr 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 regains spent legendary actions at the start of his turn.

Dark materialization. Vampyr moves up to his speed without provoking opportunity attacks. Vampyr becomes incorporeal during the movement.

Attack. Vampyr makes one attack using Enervating Focus.

Finger of Doom (Costs 2 Actions). Vampyr uses its Finger of Doom ability if available.

Description

Demigod and Lord of the Shadowfell's Domain of Dread. 

Previous Versions

Name Date Modified Views Adds Version Actions
1/9/2022 6:23:36 PM
5
1
1
Coming Soon
2/26/2022 11:35:20 AM
87
2
1.1
Coming Soon

Habitat: ArcticDesertSwampUnderdark

Fuddl

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