Medium Undead (Human), Chaotic Good
Armor Class 19
Hit Points 126 (12d10 + 60)
Speed 40 ft., Walk 30 ft.
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
8 (-1)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws STR +10, DEX +8, CON +9
Damage Vulnerabilities Acid, Lightning
Damage Resistances Cold, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Blindsight 60, Passive Perception 10
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Undead Constitution: When the Vampir drops to 0 HP, it may max a DC 20 Constitution save, on a success dropping to 1 HP, and making 1 bite attack against a creature within 5ft healing for twice the damage dealt

Spider Climb: Vampir may walk on walls and ceilings as if they were the floor.

Toughened Skin: Vampir adds its Constitution to its AC

Actions

Multiattack: Vampir makes 4 attacks, Two Claw and Two Spike, the vampire may replace one of its Spike attacks with it's Bite if its grappling the target.

Bite:  +10 to Hit, one target, 5ft, 4d12+5 Necrotic Damage, healing for half the damage dealt.

Claw: +10 to hit, one target, 5ft, 2d6+6 Slashing Damage, on a hit target makes a contested grapple check.

Spike: +10 to hit, 10ft, one target, 1d8+6 Piercing damage, and a DC 17 Con save or 4d8 Necrotic damage and become stunned for one round.

Bonus Actions

Bloody Step: Teleport up to 30ft, appearing as a bloody cloud of mist, each creature within 5ft of where the Vampir appear makes a DC 17 Con save, taking 4d8 Necrotic damage on a fail, or half on a success, the Vampir heals for half the amount of total damage this deals.

Reactions

Exsanguinate: Can only be used while Vampir is bloodied, as a reaction the Vampir can take 1d10 damage that cannot be prevented  and Expel a cloud of bloody mist in a 10ft radius from itself that lasts until the start of its next turn, this area is considered heavily obscured, and attack originating from the area have disadvantage except the Vampir's own.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ForestSwampUnderdark

Zylithe

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