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