Legendary Resistance (3/Day). If the Creature fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Creature has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Any time the Creature is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the Creature is unaffected. On a 6, the Creature is unaffected, and the effect is reflected back at the caster as though it originated from the Creature , turning the caster into the target.
Siege Monster. The Creature deals double damage to objects and structures.
Regeneration. The creature regains 40 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 the creature takes radiant damage or damage from holy water, this trait doesn’t function at the start of the creature’s next turn.
Spellcasting. The Creature is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +10 to hit with spell attacks). The Creature has the following wizard spells prepared:
Cantrips (at will) (5 known): Toll the Dead, Thunderclap, Mind Sliver, Infestation, Frostbite
1st level (4 slots): Witch Bolt, Magic Missile, shield, Thunderwave, Silvery Barbs,
2nd level (3 slots): Rime's Binding Ice, Blur, Invisibility, Mirror Image
3rd level (3 slots): Bestow Curse, Counterspell, Dispel magic, Fireball
4th level (3 slots): Blight, Phantasmal Killer, Storm Sphere, Vitriolic Sphere,
5th level (3 slots): Cloudkill, Steel Wind Strike, Summon Draconic Spirit, Bigby's Hand,
6th level (2 slot): Disintegrate, Globe of Invulnerability, Wall of Ice
7th level (2 slot): Finger of Death, Symbol, Prismatic Spray,
8th level (1 slot): Antimagic Field, Incendiary Cloud
9th level (1 slot): Meteor Swarm, Invulnerability,
Turn Resistance. The Creature has advantage on saving throws against any effect that turns undead.
Vampiric Weaknesses. The Creature has the following flaws:
Sunlight Hypersensitivity. The Creature takes 40 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Harmed by Running Water. The Creature takes 40 acid damage if it ends its turn in running water.
Multiattack. The creature can use its Frightful Presence. It then makes;
- five attacks; one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite. One attack can be a Paralyzing Touch
- 3 attacks and 1 spells (up to 5 spell levels)
- 2 spells (up to 7 spell levels)
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the creature can’t bite another target.
Claw. Melee Weapon Attack: +15 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Horns. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) piercing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Paralyzing Touch. Melee Spell Attack: +15 to hit, reach 20 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Frightful Presence. Each creature of the Creature's choice within 120 feet of it and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Creature is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Creature's Frightful Presence for the next 24 hours.
Swallow. The Creature makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Creature , and it takes 56 (16d6) acid damage at the start of each of the Creature's turns.
If the Creature takes 60 damage or more on a single turn from a creature inside it, the Creature must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Creature . If the Creature dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Charm. The Creature targets one humanoid it can see within 30 feet of it. If the target can see the Creature , the target must succeed on a DC 21 Wisdom saving throw against this magic or be charmed by the Creature . The charmed target regards the Creature as a trusted friend to be heeded and protected. Although the target isn’t under the Creature's control, it takes the Creature's requests or actions in the most favorable way it can, and it is a willing target for the Creature's bite attack.
Frightening Gaze. The Creature fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 21 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Creature's gaze for the next 24 hours.
Fire Breath (Recharge 5–6). The Creature exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 46 (12d6) fire damage on a failed save, or half as much damage on a successful one.
Children of the Night (1/Day). The Creature magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the Creature dies, or until the Creature dismisses them as a bonus action.
The Creature can take 4 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 Creature regains spent legendary actions at the start of its turn.
Attack. The Creature makes one claw attack or tail attack.
Move. The Creature moves up to its speed without provoking opportunity attacks.
Cantrip. The Creature casts a cantrip.
Paralyzing Touch. The Creature uses its Paralyzing Touch.
Chomp (Costs 2 Actions). The Creature makes one bite attack or uses its Swallow.
Stomp (Costs 3 Actions). The Creature stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 21 Dexterity saving throw or take 6d10 bludgeoning damage and fall prone. Until the Creature uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 23 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained. Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Spell (Costs 4 actions). The creature casts a single spell up to level 8
The Creature can use 1 of its mythic actions in place of a legendary action. Only one mythic action option can be used at a time and only at the end of another creature's turn. The Creature regains spent mythic actions at the start of its turn.
- Summoning the Dead. The Creature calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack any creature that the Creature can see within 60 feet of it. The target must succeed on a DC 20 Constitution saving throw, taking 33 (10d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
- Volcanic Gas. Volcanic gases form a cloud in a 40-foot-radius sphere centered on a point the Creature can see within 120 feet of it. The sphere spreads around corners, and its area is 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 20 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
- Disrupt Life (Costs 2 Actions). Each non-undead creature within 20 feet of the Creature must make a DC 20 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
- Spell (Costs 4 actions). The creature casts a single spell up to level 9
Description
A failed experiment of the gods to create a creature which could do their bidding
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the Creature takes a lair action to cause one of the following effects; the Creature can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the Creature can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 23 Dexterity saving throw, taking 21 (6d6) fire 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 Creature . Each creature other than the Creature on the ground in that area must succeed on a DC 21 Dexterity saving throw or be knocked prone.
- The Creature rolls a d10 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The Creature targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Creature to the target. Whenever the Creature takes damage, the target must make a DC 21 Constitution saving throw. On a failed save, the Creature takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Creature or the target is no longer in the Creature's lair.
Comments