Large Undead (Human), Chaotic Evil
Armor Class 21
Hit Points 163 (13d10 + 91)
Speed 50 ft., Walk 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
24 (+7)
INT
14 (+2)
WIS
20 (+5)
CHA
10 (+0)
Saving Throws DEX +9, CON +12, WIS +10
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Blindsight 120, Passive Perception 15
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
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

Spellcasting:

Spellcasting DC 20, Spellcasting to hit:+11, Twinned Spell, Heightened Spell

Cantrip: Chill Touch, Sapping Sting, Toll the Dead

1st (7): Shield, Bane, Cause Fear, Command,Frost Fingers, Ice Knife., Guiding Bolt

2nd (5): Hold Person, Misty Step, Ray of Enfeeblement, Scorching Ray,

3rd (4): Dispell Magic, Slow, Haste, Fireball

4th (3): Sickening Radiance, Dimension Door, Blight

5th (2): Destructive Wave, Enervation, Negative Energy Flood

6th (2):  Circle of Death, Disintergrate

7th (1): Finger of Death

Actions

Multiattack: Vampir Sangrolite may make two Spike projectile attacks and cast a spell.

 Spike projectile : +8 to hit, one target 120ft 3d6+4 piercing damage.

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 reduced or prevented in anyway 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.

Steal Vitae: When a creature within 120ft of Vampir Sangrolite casts a spell, Vampir Sangrolite can use its reaction to attempt to counter it, creature rolls 1d20+prof+Con, if Vampir Sangrolite wins the spell slot is expended and the spell does not go off. Whoever loses take 6d8 Damage that can be reduced in any way.

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.

Zylithe

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