Large Fiend (Demon), Lawful Evil
Armor Class 20 (natural armor)
Hit Points 402 (35d10 + 210)
Speed 40 ft., Fly 60 ft.
STR
22 (+6)
DEX
17 (+3)
CON
22 (+6)
INT
23 (+6)
WIS
17 (+3)
CHA
26 (+8)
Saving Throws DEX +11, CON +14, CHA +16
Skills Deception +16, Insight +11, Perception +11, Persuasion +16, Religion +14, Stealth +11
Damage Resistances Cold, Fire, Lightning
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Blood Form (Mythic Trait; Recharges after a Short or Long Rest). If Vampyr is reduced to 0 hit points, he does not die or fall unconscious. Instead, he regains 300 hit points, and immediately uses his Blood Burst legendary action.

Demonic Shadows. Opaque mists swirl around Vampyr’s body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light.

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

Magic Resistance. Vampyr has advantage on saving throws against spells and other magical effects.

Shapechanger. If Vampyr isn't in sun light or running water, he can use his action to Polymorph into a large cloud of mist, or back into his true form. His statistics are unchanged. He reverts to his true form if he dies.
While in mist form, Vampy can only perform his Demonic Infiltration action. He has advantage on Strength, Dexterity, and Constitution Saving Throws, and is immune to all nonmagical damage, except the damage he takes from sunlight.

Devour Soul.
Vampyr can instantly devour the soul of a creature he has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires Vampyr to target the corpse with his Soul Stealing Gaze after which his maximum hit points increase by an amount equal to the creature's level, or CR if the creature did not have levels. For the next hour,  Vampyr's attacks deals an extra 4 (1d8) necrotic damage on a hit, and Vampyr heals for an amount equal to the damage deal by this effect. These bonuses can stack if multiple creatures are targeted, and a creature devoured by Vampyr can be restored to life only by a wish spell.

Actions

Multiattack. Vampyr uses his Soul-Stealing Gaze and makes three attacks: two with his claws and one with his bite.

Exsanguinating Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) force damage. The target must also succeed on a DC 20 Constitution Saving Throw or begin Bleeding. A Bleeding creature takes (1d6) necrotic damage at the start of each of their turns, after which they may repeat the Saving Throw. Any time a creature loses hitpoints to Bleeding, Vampyr regains an equal amount of hitpoints.

Draining Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) force damage. The target must also succeed on a DC 20 Constitution Saving Throw or take an additional 14 (4d6) necrotic damage. Vampyr heals equal to the Necrotic damage dealt by this attack. A Bleeding creature has disadvantage on this saving throw.

Soul-Stealing Gaze. Vampyr targets one creature he can see within 30 feet of him. If the target can see Vampyr, and isn't a construct or an undead, it must succeed on a DC 20 Charisma saving throw or have its hit point maximum reduced by 13 (2d12) damage and give Vampyr an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a Vampire Spawn under Vampyr’s control.

Demonic Infiltration (Mist Form Only). Vampyr targets one creature he can see within 10 feet of him and attempts to possess their corporeal form. The target must succeed on a DC 20 Wisdom Saving Throw or be Charmed by Vampyr. While Charmed in this way, the player shares their body with Vampyr, and Vampyr cannot be targeted by other creatures. Each turn, they must either perform the action proposed by Vampyr or take 14 (4d6) Necrotic damage, and Vampyr heals the amount of damage dealt. The Charmed creature may repeat their Saving Throw at the end of each of their turns, expelling Vampyr on a success.

 

Legendary Actions

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

Feed. Vampyr moves up to his movement without taking opportunity attacks, and makes one Draining Bite attack.

Screech (Costs 2 Actions.) Every creature within 60 feet of Vampyr must succeed on a DC 20 Constitution Saving Throw or take 13 (3d8) psychic damage, and be stunned until the end of their next turn. A creature takes half as much damage on a successful save, and is not stunned.

Blood Burst (Costs 3 Actions.) Every creature within 30 feet of Vampyr must succeed on a DC 20 Constitution Saving Throw or take 26 (4d12) necrotic damage begin Bleeding. A creature takes half as much damage on a successful save, and does not begin Bleeding.

Mythic Actions

If Vampyr’s mythic trait is active, he can use the options below as legendary actions for 1 hour after using Blood Form.

Siphon Life. One Bleeding creature within 10 feet of Vampyr takes 26 (4d12) necrotic damage. Vampyr heals an amount of hit points equal to the damage dealt.

Void Song (Costs 3 Actions.) Each creature within 60 feet of Vampyr must succeed on a DC 20 wisdom saving throw. On a failed save, a target is paralyzed by abject terror. The paralyzed target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target dies, and Vampyr regains hit points equal to their maximum hit points. A creature killed by this ability cannot be restored to life by anything short of a Wish spell.

 

Description

 

 

RocketShawk

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