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
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.
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.
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.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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