Echolocation. The Vyri'Gaunt can't use its blindsight while deafened.
Keen Hearing. The Vyri'Gaunt has advantage on Wisdom (Perception) checks that rely on hearing.
Pack Tactics. The Vyri'Gaunt has advantage on an attack roll against a creature if at least one of the Vyri'Gaunt's allies is within 10 feet of the creature and the ally isn't incapacitated.
Detect Life. The Vyri'Gaunt can sense the presence of creatures up to 5 miles away that aren’t constructs. It knows the general direction they’re in but not their exact locations.
Self-Heal. The Vyri'Gaunt regains 5 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or water. If the Vyri'Gaunt takes radiant damage or damage from water, this trait doesn’t function at the start of the vampire’s next turn.
Perfect Climber. The Vyri'Gaunt can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vyri'Gaunt Weaknesses. The Vyri'Gaunt has the following flaws:
Harmed by Water. The Vyri'Gaunt takes acid damage if it is in physical contact with water. The Vyri'Gaunt takes 5 acid damage for every round it's in running water.
Sunlight Hypersensitivity. The Vyri'Gaunt takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Call Family. The Vyri'Gaunt can shriek to summon allies of its pack if they are within 100 ft of the Vyri'Gaunt.
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than a construct, it must succeed on a DC 10 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.
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 10 (3d6) necrotic damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the Vyri'Gaunt can't bite another target. . The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Vyri'Gaunt 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.
Horrifying Visage. Each non-construct creature within 70 feet of the Vyri'Gaunt that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Vyri'Gaunt is within line of sight, 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 Vyri'Gaunt’s Horrifying Visage for the next 24 hours.
Shriek(1/Hour). The Vyri'Gaunt releases a bone-chilling shriek. This shriek has no effect on constructs. All other creatures within 50 feet of her that can hear it must make a DC 16 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage and becomes frightened.
Call Family. The Vyri'Gaunt can shriek to summon allies of its pack if they are within 100 ft of the Vyri'Gaunt.
Call Family. The Vyri'Gaunt can shriek to summon allies of its pack if they are within 100 ft of the Vyri'Gaunt.
Shriek. The Vyri'Gaunt releases a bone-chilling shriek. This wail has no effect on constructs. All other creatures within 50 feet of her that can hear it must make a DC 16 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage and becomes frightened.
Previous Versions
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7/24/2022 7:29:03 AM
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Coming Soon
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