Regenerate 30 hit points at the start of turn, unless in running water or damaged by a Radiant source in the previous round
The Vampyr has advantage on spells and magical effects
Sunlight Sensitivity - The Vampyr take 15 Radiant damage at the start of turn if in sunlight, and it cannot use its Fade action this turn
If The Vampyr is dealt any Necrotic damage, it will heal for the damage rolled against it
Fade. A spell-like effect as the casting "invisibility" on itself, it will be revealed with an attack or willingly with no action.
Drain. Melee Attack: +13 to hit, reach 10 ft., 1 target. Hit: 17 (3d10 + 5) Necrotic damage, heal for half of damage dealt, The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Vampiric Beam. Ranged Attack: reach 90 ft. line, DC 20 Dexterity Save, On a failed save, 35 (4d12) Force damage, heal for the damage dealt. (Recharge 5-6)
Tendril. Melee Attack: +13 to hit, reach 15 ft., 1 target. Hit: 16 (4d6) Bludgeoning damage. This attack can be made twice in the same action.
Strike. Melee Attack: +9 to hit, 5 ft., 1 target. Hit: 16 (2d10 + 3) Bludgeoning damage.
Unholy Weapon. You create a floating, unholy weapon within 40 ft. that lasts for one hour or until The Vampyr uses this bonus action again. When The Vampyr uses this bonus action, The Vampyr can make a +12 spell attack against a creature within 10 feet of the weapon. On a hit, the target takes force damage equal to 25 (5d8) Force damage.
As a bonus action on The Vampyr's turn, it can move the weapon up to 20 feet and repeat the attack against a creature within 10 feet of it.
Dark Shield. As a reaction, when hit, The Vampyr can use a shroud of darkness to add 20 (4d8) temporary hit points. These hit point disappear at the start of the next turn.
Power Trip. As a reaction, when a creature enters an area within 15 ft. of The Vampyr, it can force that creature to make a DC 20 Wisdom saving throw. On a failed save, that creature is charmed and the rest of it's turn is under the command of The Vampyr. This effect goes away at the end of the round, and does not effect constructs or undead. This is a nonmagical charm.
The Vampyr can take 4 legendary actions, choosing from the options below. Only one legendary action 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 his turn.
Move. The Vampyr can move it's full movement without provoking opportunity attacks
Tendril. The Vampyr can make a Tendril attack.
Drain. (Costs 2 Actions.) The Vampyr uses its Drain action.
Blood Call. (Costs 2 Actions.) The Vampyr calls to all blood in a 60 ft. radius centered on it. Any creature that has been damaged this round must make a DC 18 Constitution saving throw or take 12 (3d8) damage as the blood is summoned from their wounds to The Vampyr. The Vampyr heals for all damage dealt by this attack. A creature that has failed the saving throw is immune to this attack until the beginning of the next round.
Psychic Surge (Costs 3 Actions.) Attack: All creatures in a 30 ft. radius must make a DC 16 Intelligence save, taking 18 (3d12) Psychic damage on a failed save or half on a successful save. Any creatures that fail the initial Intelligence saving throw must also make a DC 18 Constitution save, or be stunned until the end of their next turn.
When The Vampyr reaches Zero hit points, it gains 200 health, gains 2 more Legendary Action points, and can use its reaction twice in one round.
Description
A large, living shadow. This is darkness taken form, and will kill anyone who it cannot turn. It gave the Vampire Lord Strahd his powers, and believes itself to be immortal.
Lair and Lair Actions
Under a library of Amber, forgotten by gods.
The amber-covered walls around the lair are sculpted to look like tentacles that entwine around marble bas-reliefs of kings, queens, pharaohs, and sultans attended by myriad slaves. There are three alcoves, one in the South, East, and West sides of the room. The three alcoves in this room contain solid blocks of Amber, and the west one is where The Vampyr calls home. There are half a dozen rotted wooden crates scattered around the room
Lair Actions
On initiative count 20 (losing initiative ties), The Vampyr takes a lair action to cause one of the following effects; The Vampyr can’t use the same effect two rounds in a row:
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Crate Control: Icor seeps out of rotten boxes, all terrain 20 ft around them becomes difficult terrain for the round
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Amber Strike: Shards of Amber strike from the large block that once contained the entity, any creature hostile to The Vampire must save on a Dexterity save of 18, taking 15 (2d10) Piercing damage on a failed save and half on a success
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Darkness: Magical darkness emanates from The Vampyr, shrouding the area 40 ft around it until the start of its next turn.
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