Dread. Any creature, other than a undead, that starts its turn within 10 feet of Ushoran must succeed on a DC 22 Wisdom saving throw or be frightened of him until the start of its next turn. A creature succeeds on this saving throw automatically if Ushoran wishes it or if he is incapacitated.
Legendary Resistance (3/Day). If Ushoran fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ushoran have advantage on saving throws against spells and other magical effects.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Creature of the night. disadvantage on melee attacks when in bright light
Regeneration. Ushoran regains 20 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn’t function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Ushoran makes two Hellish Morningstar attacks.
scepter of the carrion king. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d8+ 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.
Infernal Command. Each of Ushoran's allies within 60 feet of him can’t be charmed or frightened until the end of his next turn.
Spellcasting. Ushoran casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):
At will: dissonant Whispers, charm person, vampiric touch, invisibility, wither and bloom
3/day each: counterspell, mental prison, suggestion, Phantasmal Killer, crown of madness
1/day: maddening darkness
Teleport. Ushoran teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Ushoran 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. Ushoran regains spent legendary actions at the start of his turn.
Fiendish Magic. Ushoran uses Spellcasting or Teleport.
Infernal Command. Ushoran uses Infernal Command.
Attack (Costs 2 Actions). Ushoran makes scepter attack.
Battle cry ( cost 2 actions ) you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.
Summon undead ( cost 3 actions) Ushoran summoned a 1cr undead or 2 1/2 undead creatures.
Lair and Lair Actions
LAIR ACTIONS
When fighting inside their lair, a vampire can take lair actions. On initiative count 20 (losing initiative ties), the vampire can take one lair action to cause one of the following effects; the vampire can’t use the same lair action two rounds in a row:
Children of the Night. A swarm of bats and insects flies around Ushoran, moving with them. The area within 30 feet of the vampire is heavily obscured for other creatures until the end of initiative count 20 on the next round. Gives them +2 on their AC
Blood Rain. Ushoran chooses a point they can see within 60 feet of them. Blood rains down in a 40-foot-high, 10-foot-radius cylinder centered on this point until the end of initiative count 20 on the next round. When a creature who isn’t Undead in the cylinder takes necrotic damage, they take an extra 2d10 necrotic damage.
Delusional aura. creatures within 20 feet of Ushoran must make an wisdome save on a failed save become confused.
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