Turn Resistance. Although undead, Vampyr's diety essence allows him to withstand many holy effects. He has advantage against Turn Undead effects.
Damage Resistance. Vampyr has resistance to cold, lightning and all nonmagical bludgeoning, piercing and slashing attacks that are not silvered, He takes normal damage from nonmagical silvered weapons.
Damage Immunity. Vampyr is immune to all necrotic and poison damage.
Damage Vulnerability. Vampyr is vulnerable to all radiant damage.
Legendary Resistance (4/Day). If Vampyr fails a saving throw, he can choose to succeed instead.
Fear Aura. All creatures hostile to Vampyr that start their turn within 20 feet of it must succeed on a wisdom saving throw or be frightened until the start of Vampyr's next turn. If the creature successfully saves, it is immune to all fear-causing effects for the next 24 hours.
Magic Resistance. Vampyr has advantage on saving throws against all spells and magical effects.
Magical Combatant. All of Vampyr's attacks are considered magical for the purpose of overcoming resistances.
Regeneration. Vampyr regains 30 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
Spellcasting. Vampyr is an innate spellcaster. His spellcasting ability is Charisma (spell save DC 21. He knows the following spells and can cast them without material components:
1st level (at will): detect magic, fog cloud
3rd level: fireball (Necrotic), dispel magic
4th level: greater invisibility,
5th level (3/day): hold monster, wall of force (Wall of Souls)
Extreme Sunlight sensitivity. While in direct sunlight, Vampyr has disadvantage on attack rolls and ability checks and deals half attack and spell attack bonuses.
Multiattack (Vampire Form Only). Vampyr makes four attacks, only one of which can be a bite attack.
Melee Strike (Claws and Tail). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 14 [rollable](4d6)
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Vampyr, incapacitated, or restrained. Hit: 11 (2d6 + 5) piercing damage plus 10 (3d6) poison damage. The target’s hit point maximum is reduced by an amount equal to the poison damage taken, and Vampyr regains hit points equal to the total damage taken. The reduction lasts until the target finishes a long rest.
Vampyr has 5 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 his turn.
Wing Buffet (1 Action). All creatures within 20 feet must succeed on a Strength Saving throw or be knocked prone. Vampyr can then fly up to half its speed without provoking opportunity attacks.
Shred Hope (2 Actions). Vampyr makes 2 melee attacks against one creature in range.
Inflict Dispair (2 Actions). Vampyr targets one creature within 60 feet of it that must succeed on a Charisma Saving throw or be paralyzed until the end of Vampyr's next turn.
Shroud of Hopelessness (4 Actions). Vampyr creates a sphere of shadow that persists for 1 minute. While the shroud is active, areas that were in direct sunlight are considered dim light. Areas of bright light or dimmer are considered covered in darkness.
Grant Vampire Essence. Vampyr has the power to turn any evil creature into a vampire that completes the following ritual:
1. Kill a sentient creature that loves you and drink their blood.
2. Be killed by a creature or creatures that hate you.
The following sunset, that creature will rise as a vampire enthralled to Vampyr meaning they cannot openly defy or harm Vampyr.
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