Medium Undead (Shapechanger), Neutral Evil
Armor Class 22 natural armor
Hit Points 337 (25d10 + 200)
Speed 50 ft.
STR
24 (+7)
DEX
18 (+4)
CON
26 (+8)
INT
13 (+1)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws STR +13, CON +14
Skills Acrobatics +10, Athletics +19, Intimidation +9, Perception +14
Damage Resistances Necrotic
Damage Immunities Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Exhaustion, Incapacitated, Unconscious
Senses Darkvision 120 ft., Passive Perception 24
Languages Common, Giant, Orc, Terran
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If Bryze Spurnum isn't in sun light or running water, it can use its action to polymorph into a Tiny mouse or bat, or a Medium cloud of mist, or back into its true form.

While in bat form, it can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mouse form, it has a speed of 30 ft. and will dash as often as possible. It automatically attempts to hide at the end of each of its turns.

While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

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

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire 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 vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire 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 vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Sensitivity. While in sunlight, it has disadvantage on attack rolls and ability checks. It cannot shapeshift or regenerate while in sunlight.

Ethereal Speed. When initiative scores are rolled, Bryze Spurnum instead rolls 2d20 and adds +4 to each. He acts on each of the initiative rolls, taking a full turn on each. If the rolls are a tie, replace one with a 5 (adjusted to 9).

Actions

Multiattack (Vampire Form Only). The vampire makes two attacks, one bite and one with the greatsword.

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (2d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target also makes a Strength saving throw DC 18 or has its Strength score reduced by 2. 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 Strength and hit point reductions lasts until the target finishes a long rest. The target dies if this effect reduces its Strength score or 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 ft. 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.

Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Greatsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d6 + 13) slashing damage. If it is Bryze Spurnum's first greatsword attack that turn, the target must also make a Constitution saving throw DC 15 or be stunned until the start of Bryze Spurnum's next turn.

Rage (6 per day). Bryze Spurnum may use a bonus action to rage like a barbarian. This cannot be done silently. While raging, Bryze Spurnum has advantage on Strength checks and Strength saving throws. Melee attacks (bite and greatsword) deal an additional +6 damage per hit. Bryze Spurnum prevents the first 5 points of damage from bludgeoning, piercing, and slashing attacks. The rage ends when Bryze Spurnum falls unconscious or chooses to end it.

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.

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

Roar of the Beast. All hostile creatures within 20 ft. have disadvantage on their next attack roll, ability check, or saving throw. This effect lasts until the end of the current round.

Second Wind (Recharge 6). Bryze Spurnum regains 6d12 + 40 hit points. This ability cannot be used if Bryze Spurnum is in direct sunlight or running water, or if he took radiant damage the current turn.

Description

Prior to the Chaos War, there were rumors of a clan of Orcish barbarians who raided small villages and nomadic areas at night, and left no survivors and no bodies. Scholars suspected that Bryze Spurnum could be a vampire lord who was leading the attacks. When the Chaos Wars began, the barbarian clan continued to raid and revel in the chaos of the battles, stalking mortal battalions in the darkness and attacking stragglers.

Bryze is a hulking breast of a half-orc, standing over eight feet tall. His light-gray skin and netting of scars hint at the bestial, chaotic nature during battle. He wields a greatsword in one hand, and shrugs off most weapon attacks in battle. His rage has been known to frighten even the most battle-hardened knights on the field. In combat, he enjoys hand-to-hand fighting, and his bloodlust empowers supernatural speed. Unlike most vampires, Bryze does not suffer damage from sunlight, though he cannot use many of his powers during the day.

Habitat: Hill

SarnTheBlacksmith

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