Gargantuan Aberration, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 500 (24d10 + 168)
Speed 40 ft., Fly 80 ft.
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
22 (+6)
WIS
18 (+4)
CHA
24 (+7)
Saving Throws STR +14, DEX +8, CON +13, INT +12, WIS +10, CHA +13
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Necrotic, Poison
Senses Truesight 120 ft., Passive Perception 20
Languages Deep Speech, Infernal, Telepathy 120 ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Regeneration. Vampyr regains 30 hit points plus 10 for each creature connected with a tendril at the beginning of its turns.

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

Magic Resistance. Vampyr has advantage on saving throws against spells and other magical effects.

Magic Weapons. Vampyr's weapon attacks are magical.

Fear Aura. Any creature hostile to Vampyr that starts its turn within 20 feet of Vampyr  must make a DC 18 Wisdom saving throw, unless Vampyr  is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Vampyr's Fear Aura for the next 24 hours.

Innate Spellcasting. Vampyr's spellcasting ability is Charisma (spell save DC 18). Vampyr can innately cast the following spells, requiring no material components:

At will: detect magic, fireball (necrotic)

3/day each: blight, greater invisibility

Actions

Multiattack. Vampyr makes four attacks: one with its bite, twice with its claw, and once with blood syphon.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6)poison damage at the start of each of its turns. Vampyr gains hit points equal to the necrotic damage dealt. The poisoned target can repeat the throw at the end of each of its turns, ending the effect on itself on a success. 

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) slashing damage

Blood Syphon. Ranged Weapon Attack: +14 to hit, range 60 ft. Hit: 30 (3d10 + 9) necrotic damage. The target must make a DC 20 Constitution saving throw. On a failure, a fleshy tendril of congealed blood forms, connecting the target to Vampyr. A tendrilled target cannot move further than 80 feet away from Vampyr. A target can only be affected by a single tendril at a time. The tendril has an AC of 10, 18 HP, and the same damage resistances and vulnerabilities as Vampyr. A creature can use its action to attempt a Strength (Athletics) check against DC 20 to pull a tendril free.

Bonus Actions

Sever. Vampyr rips all tendrils free of their hosts. Each tendrilled creature takes 20 piercing damage must make a DC 20 Strength or Dexterity saving throw or be knocked prone.

Legendary Actions

Vampyr 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. Vampyr regains spent legendary actions at the start of its turn.

Wing attack. Once per round, Vampyr can make a Wing Attack. Each creature within 15ft of Vampyr must succeed on a DC 22 DEX save or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Vampyr can then fly up to half its' movement speed without provoking attacks of opportunity.

Blood Barrage. Vampyr targets one creature it can see within 90 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 30 (half on a successful save) necrotic damage as it is coated in corrupted blood.

Vampire creation. Vampyr may turn an evil creature into a vampire on the following conditions: kill a creature that loves you, drink their blood, then die at the hands of a creature that heats you

 

Monster Tags: Devil

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