Huge Elemental, Lawful Evil
Armor Class 18 natural armor
Hit Points 230 (20d12 + 100)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
6 (-2)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +11, CON +11, WIS +10
Skills Perception +10, Stealth +10
Damage Resistances Acid, Fire
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 19
Languages Aquan, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits
Aura of Despair. Vampyr exudes a 10 ft. aura of misery, prompting any creature to make a dc 18 wisdom saving throw when entering this radius or ending their turn there. On a fail, they roll on Barovia's gloom table with the same restrictions as these regional effects.
 
Blood Sense. Vampyr can sense the location of any creature within 60 ft. of him, unless that creature is a construct or does not possess blood.
 
Disperse. If Vampyr is reduced to 0 Hit Points, his collapsed into a puddle and begins to seep away. At the end of his next turn, he is dispersed and cannot be targeted. If he fails 3 death saves before the end of his next turn, his form is destroyed. This feature does not activate if Vampyr is reduced to 0 hit points by radiant damage or a critical hit.
 
Vampyr can choose to disperse immediately as an action on his turn, unless he has taken radiant damage since his last turn, or is otherwise forced to remain corporeal. If Vampyr is destroyed but not imprisoned, he returns to consciousness in his dispersed form in 1d10+4 days.
 
Fluid Form. Vampyr can enter a Hostile creature's space and stop there. He can move through a space as narrow as 1 inch wide without squeezing. If Vampyr takes cold damage, he partially freezes; his speed is halved until the end of its next turn.
 
Legendary Resistance (3/day). If Vampyr fails a saving throw, he can choose to succeed instead.
 
Regeneration. Vampyr regains 20 hit points at the start of each of his turns if he has at least 1 hit point and isn’t in sunlight. If Vampyr takes radiant damage, this trait doesn’t function until the start of the his next turn.
Vampyr's Weakness.
Forbiddance: Vampyr can't enter a Residence he doesn't own without an invitation from one of it's occupants.
Harmed by running water: Vampyr takes 20 acid damage if he ends his turn in running water.
Sunlight hypersensitivity: Vampyr takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Actions
Multiattack. Vampyr uses his Disgorge, or makes two attacks. Only one attack may be a Bite or Whelm attack.
 
Bite. Melee Weapon Attack: +11, Reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Vampyr regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A Humanoid slain in this way immediately rises as a vampire under Vampyr's control.
 
Slash. Melee Weapon Attack: +11, Reach 5 ft., one target. Hit: 18 (3d8+5) slashing damage.
 
Whelm. Each creature in vampyr's space must make a DC 19 Strength saving throw. On a failure, a target takes 19 (4d6 + 5) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 19). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe blood. If the saving throw is successful, the target is pushed out of Vampyr's space.
 
Vampyr can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the vampyr's turns, each target grappled by it takes 19 (4d6 + 5) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 19 Strength check and succeeding.
 
Blood Disgorge (recharge 5-6). Vampyr vomits blood in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 54 (12d8) necrotic damage, and it can’t regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.
 
Vampyr's Possession. One creature that Vampyr can see within 5 ft. of him must succeed on a DC 16 Charisma saving throw or be possessed by him; Vampyr then disappears, and the target is Incapacitated and loses control of its body. Vampyr now controls the body but doesn't deprive the target of awareness. Vampyr can't be targeted by any Attack, spell, or other Effect, and it retains its Alignment, Intelligence, Wisdom, Charisma, and immunities to being Frightened and Turned. It otherwise uses the possessed target's Statistics, but doesn't gain access to the target's knowledge, class Features, or Proficiencies.
 
The possession lasts until the body drops to 0 Hit Points, Vampyr ends it as a bonus Action, or Vampyr is forced out by an Effect like the Dispel Evil and Good spell. When the possession ends, Vampyr reappears in an unoccupied space within 5 ft. of the body. The target is immune to Vampyr's Possession for 24 hours after succeeding on the saving throw or after the possession ends. An undead has disadvantage on saves against this effect; a Vampire cannot resist. This possession automatically fails if a target has no blood.
Bonus Actions

Vampyr's Command. Vampyr telepathically commands up to 4 undead within range of his telepathy. This command is either Reposition (move up to half your movement speed without provoking opportunity attacks), or Rend (make a melee attack). An undead commanded this way is not compelled and may use its reaction to obey. A vampire cannot refuse Vampyr's commands.

Legendary Actions

The Vampyr can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Vampyr regains spent legendary actions at the start of its turn.

Blood Tornado. Vampyr moves up to half his fly speed without provoking opportunity attacks, dropping anything he is wearing or carrying.

Slash. Vampyr makes a Slash attack on a creature within range.

Whelm (costs 2 actions). Vampyr uses his whelm attack.

Bite (costs 2 actions). Vampyr makes a bite attack.

Mythic Actions

Vampyr is loathe to take physical form, unless forced he is dispersed throughout his domain and cannot be targeted by any spells or attacks. Vampyr hears everything within his domain while he is dispersed but does not necessarily notice everything, he may roll a perception check to notice any particular sound. He loses this ability if he takes corporeal form, and his mythic actions are confined to his physical location.

Vampyr can take one mythic action at the initiative count 20 (losing ties), using his wisdom modifier (save dc 18). If Strahd is also in initiative, Vampyr's use of these mythic actions takes precedence.

Blood Puppet: Vampyr innately casts Crown of Madness at third level, with the following changes; the saving throw becomes constitution, and the mental command given may be either movement or a target for melee.

Dread Lord's Sight: Vampyr concentrates, becoming blind and deaf outside the radius of his blindsight. He casts Blur at third level, with the following changes; a creature that is a construct or does not possess blood is immune to this effect. 

Encroaching Mists: Vampyr may cast Stinking Cloud, with the following changes; the gas is the mists of Ravenloft, creatures cannot breathe while in the area, and effect is necrotic rather than poison.

Manifestation: Vampyr may use Vampyr's Possession or Vampyr's Command within a 60 foot radius anywhere within his domain. If Vampyr is corporeal, these abilities are limited to his physical location.

Raise Undead. Vampyr may choose a corpse he can see within range to be a target of Animate Dead, which Vampyr casts innately for this ability. The spell is cast at third level and the undead acts on initiative count 20, losing ties.

Resurrect Strahd: If Strahd has been destroyed, Vampyr resurrects him anywhere within his domain that he can see. Strahd emerges from an area heavily obscured without any of his magical items or weapons and rolls initiative. Resurrecting Strahd leaves Vampyr vulnerable, and he is incapacitated for 1d4 rounds. Strahd cannot be resurrected within 1 hour of being destroyed.

Description

Vampyr was once an elemental evil from the plain of water, he was worshiped along his siblings. Vampyr's domain was exsanguination. He was initially defeated by Lathander, and the scars of that battle have left him vulnerable to sunlight. He has passed this sensitivity on to his most famous progeny, Vampires.

Amber Vestige. Vampyr was one of the first vestiges trapped with the Amber Temple, on the world that would become Ravenloft. He yearns to break free and granted Strahd his vampirism to facilitate this. It is unclear whether Vampyr meant to create Ravenloft, but when it was swallowed by the mists, Vampyr was also trapped in the new Dread Realm.

Bood Tornado. When free of his amber prison, Vampyr is a swirling storm of toxic blood. It is unlikely to see Vampyr in his corporeal form however, as the elemental evil learned cowardice from his fight with Lathander. His primary concern is his own sustenance, and will not confront any creature he does not think he can easily destroy.

Vampire God. Vampyr has no worshipers and offers no spells, but those that seek his power or perform acts of great evil can receive his blessing. The blessing of Vampyr is also a curse, as the resulting vampire is forever a puppet for Vampyr as he lives off of their acts of evil and murder as a god does worship. Vampires cannot resist his thrall, and all undead struggle to raise arms against him.

Lair and Lair Actions

Ravenloft Regional Effects

Vampyr is the source of Strahd's powers in Barovia, Vampyr has access to all of Strahd's memories and feeds on his misery. Barovia is within the Realms of Dread, and the mists provoke the gloom features of the Shadowfell. Creatures native to Barovia or who live there for extended periods suffer from these effects, though it can be mitigated with food, drink, and good company.

If a creature spends 8 hours in the woods anywhere within Barovia, they must make a dc 10 wisdom saving throw. On a failure, roll 1d6 and consult the following table for how they are affected. Each effect remains indefinitely while in the mists, and are removed one at a time (oldest first) on a long rest when shielded from the mists. A creature cannot be affected by more than three gloom affects at a time; if a fourth is rolled, the oldest effect is replaced with the new effect.

  • Apathy Effects (1-3):
    1. Unconcerned: You have disadvantage on Dexterity Saving Throws
    2. Sluggish: You have a -5 ft penalty to all movement
    3. Lethargic: You have disadvantage on Constitution Saving Throws
    4. Hopeless: You have disadvantage on Wisdom and Intelligence Saving Throw.
    5. Fatalistic: You have disadvantage on death saving throws
    6. Drowsy: You cannot use your reaction to make an opportunity attack
    7. Distracted: You have disadvantage on initiative rolls
    8. Clumsy: Whenever you roll a natural 1 on a d20, you fall prone
  • Dread Table (4-5):
    1. Trembling: You have a -1 penalty to all attack rolls
    2. Jittery: You cannot take the Disengage action
    3. Anxious: You have a -1 penalty to your AC
    4. Paranoid: Whenever you roll hit dice to recover HP, you recover half of the amount rolled
    5. Mistrustful: You cannot move through an ally’s space
    6. Scared Stiff: During the first round of combat, you are restrained
    7. Frail: You are vulnerable to piercing, slashing, and bludgeoning damage
    8. Craven: You have disadvantage on all attack rolls for one round after you suffer an attack
  • Madness Table (6):
    1. Squeamish: You have disadvantage on attack rolls against targets with less than maximum HP
    2. Reckless: Enemies have advantage on melee attack rolls against you
    3. Quarrelsome: Enemies within 30 ft. of you have advantage on attack rolls against your allies
    4. Jealous: You cannot take the Help action or target allies with nondamaging spells or abilities
    5. Haunted: You have disadvantage on saving throws against being Charmed or Frightened
    6. Forgetful: You have disadvantage on all ability checks
    7. Delusional: You have a -1 penalty to your AC
    8. Frantic: You cannot gain advantage on any attack rolls

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Monster Tags: Elemental

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