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
Aura of the Unliving: 30ft aura Each creature that starts its turn or enters the aura for the first time on their turn makes a DC 22 Con save, on a fail they take 3d6 Necrotic Damage and Vampir Lord heals for the damage dealt
Multiattack: Vampir makes 4 attacks, Two Claw or Goresplatter and Two Spike, the vampire may replace one of its Spike attacks with it's Bite if its grappling the target.
Bite: +12 to Hit, one target, 5ft, 4d12+5 Necrotic Damage, healing for half the damage dealt.
Claw: +12 to hit, one target, 5ft, 2d6+6 Slashing Damage, on a hit target makes a contested grapple check.
Spike: +12 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.
Spew Blood: (recharge 5-6) 45ft Cone DC22 Dex Save, on a fail suffer 1d4 levels of exhaustion, and take 8d10 Necrotic Damage
Goresplatter: +12 to hit, one target, 1d12+7 Bludgeoning damage. Any creature hit with this weapon makes a DC 18 Wisdom save on a fail, the targets constitution is reduce by 1d4
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.
Hemorrhage: Target makes a DC 22 Con save, on a fail target take 4d10 Necrotic Damage, and gains disadvantage on attack rolls and saving throws until the end of their next turn, of half as much on a success
Imbue Vitae: Imbue your attacks with one of your hit die, rolling it and taking that much damage, all your attacks until the start of your next turn deal an extra die of damage equal to 1 hit die.
Exsanguinate: Can only be used while Vampir is bloodied, as a reaction the Vampir can take 1d12 damage that cannot be reduced or 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.
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.
(3/per round)
(1) Multiattack
(1) Hemorrhage
(3) Spew Blood
Description
Enter a general description for your monster here.
Lair and Lair Actions
1. Light of the Primordial: Everyone makes a DC17 Con save taking 4d8 Radiant Damage, and blinded on a fail.
2. Fall of the Light: DC 17 Cha save or 6d6 Radiant damage and become vulnerable to Necrotic
3. Rise of the Dark: Eveyrone makes a DC17 Int save taking 10d4 Necrotic damage, and their movement speed and vision is reduced by half
4. The Dark Star: Everyone makes a DC17 Wisdom saving 6d12 Necrotic damage on a fail, and gaining 1d4 levels of exaustion
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