Medium Undead (Devil), Lawful Evil
Armor Class 18 (plate)
Hit Points 153 (18d8 + 72)
Speed 30 ft., Fly 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, CON +9, WIS +7, CHA +9
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Senses Truesight 120 ft., Passive Perception 12
Languages Infernal, Telepathy 120 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

An Erinyes who has embraced the gift of Vampirism, combining both of the most lethal elements of both devils and vampires.

Hellish Weapons. The Vampiric Erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).

Magic Resistance. The Vampiric Erinyes has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If the Vampire Erinyes fails a saving throw, it can choose to succeed instead.

Regeneration. The Vampiric Erinyes regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the Vampiric Erinyes takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Martial Hemomancy. The Vampiric Erinyes takes great joy in inflicting bleeding wounds on targets. Her successful attacks that deal slashing or piercing damage, restore hitpoints equal to half the slashing/piericing damage dealt. This effect is not halted by sunlight or radiant damage.

Blood Summoner. If a slashing or piercing attack from Vampiric Erinyes kills a creature, Vampiric Erinyes may choose to summon an obedient Merregon (with 21/21 hitpoints) from the deceased creature's corpse, instead of using Martial Hemomancy.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The Vampiric Erinyes can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The Vampiric Erinyes takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the Vampiric Erinyes’ heart while the vampire is incapacitated in its resting place, the Vampiric Erinyes is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The Vampiric Erinyes takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The Vampric Erinyes makes three attacks, only one of which can be the bite attack.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrainedHit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.

Rivers of Blood (Recharge 5–6). The Vampiric Erinyes creates a torrent of blood and suffering across the battlefield, as a wave attack 30x60ft area. Each creature in that area must make a DC 14 Dexterity saving throw, taking 12 (4d6) slashing damage on a failed save, or half as much damage on a successful one.

 

Reactions

Parry. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.

Legendary Actions

The vampire can take 3 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 vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Extra Attack. The vampire makes melee/ranged strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

Monster Tags: Devilundead

MythAkara

Comments

Posts Quoted:
Reply
Clear All Quotes