Legendary Resistance (5/per day): If Vampyr fails a saving throw it can choose to succeed instead.
Magic Resistance: Vampyr has advantage on saving throws against spells and other magical effects.
Regeneration: Vampyr regains 30hp at the start of its turn if it has at least 1hp.
Magic Attack: Vampyr attacks are magical attacks.
Fear Aura: Any creature hostile to Vampyr that starts its turn within 40 ft of Vampyr must make a Dc 29 Wis save. On a failed save the creature is frightened until the start of its next turn. If a creature succeeds it is immune to the fear aura for 24 hours.
Dark Alliance: Vampyr has bound 4 Dark Powers to it. Until the Dark Powers are defeated all damage to Vampyr is halved and transferred to the Dark Powers.
Multiattack: Vampyr makes 4 attacks. One with its bite, two with its claws, and one with its tail.
Bite: Melee weapon attack. [roll]1d20+19[/roll] reach 10ft, one target. Hit [roll]2d6+10[/roll] piercing damage plus [roll]3d8[/roll] necrotic damage. The target must succeed on a DC23 Con save or become paralyzed until the start of Vampyr next turn. While paralyzed in this way the target cannot regain HP. The target also takes [roll]6d6[/roll] necrotic damage at the start of it's turn if it is a good aligned creature. Vampyr regains half the initial damage dealt.
Claw: Melee weapon attack. [roll]1d20+19[/roll] to hit, reach 15ft, one target. Hit [roll]2d10+10[/roll] slashing damage plus [roll]1d8[/roll] necrotic and [roll]1d8[/roll] radiant damage.
Tail: Melee weapon attack. [roll]1d20+19[/roll] to hit, reach 20ft, one target. Hit [roll]3d10+10[/roll] bludgeoning damage. The target must succeed on a DC 21 Dex save or be knocked prone.
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Reaction Name. Enter the description for your action.
Vampyr can take Three Legendary Actions, choosing from the actions below. Only one legendary action can be used at a time and only at the end of another creatures turn. Vampyr regains spent legendary actions at the start of it's turn.
Mist Travel: Vampyr disperses into mist and moves upto half it's speed without provoking attacks of opportunity.
Shadow Strike: Melee Weapon Attack. [roll]1d20+19[/roll] to hit, reach 25ft, one target. Hit: [roll]4d10+10[/roll] piercing damage plus [roll]4d6[/roll] radiant damage.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Vampyr takes a lair action to cause one of the following effects; Vampyrcan’t use the same effect two rounds in a row:
- Life Syphon: Each hostile creature within the lair must suceed on a DC 21 Con Save or take [roll]1d10[/roll] necrotic damage, Vampyr heals half the total damage taken by the hostile creatures.
- True Master of the Mists: Vampyr summons the mists of Barovia which swirl into a 20ft cube obscuring all inside. While in the mists character movement is halved and all attacks are made at disadvantage against any creature within the mists. This also applies to creatures within the mist targeting those outside of the mist. The mist clears at the start of initive order and cannot be dispersed by anything other than a wish spell.
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