Medium Humanoid (Shapechanger), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 270 (20d8 + 270)
Speed 30 ft.
STR
20 (+5)
DEX
25 (+7)
CON
20 (+5)
INT
25 (+7)
WIS
18 (+4)
CHA
28 (+9)
Saving Throws DEX +15, INT +15, WIS +12, CHA +17
Skills Perception +7, Performance +19, Stealth +9
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 120 ft., Passive Perception 25
Languages the languages it knew in life
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire 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 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 (5/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 30 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. 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.Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Death Warden. When casting the animate dead or create undead spell, there is no limit to how many creatures the vampire can have under its control. In addition, after casting animate dead or create undead once on creatures, it no longer needs to be cast on those creatures to retain its control over them.

Turn Immunity. The vampire is immune to effects that turn undead.

Marshal Undead. Undead creatures within 60 feet of the vampire have advantage on saving throws against effects that turn undead.

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

Enhanced Attacks. The vampire's unarmed strike and vampiric touch attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical damage.

Innate Spellcasting. The vampire's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The vampire can innately cast the following spells requiring no material components:

At will: animate dead, command, chill touch, darkness, disguise self, greater invisibility, levitate, telekinesis, Revivify, hold Person, misty step.
8/day each: create undead, dominate person, eyebite, fear, Raulothims psychic lance, teleport
4/day each: circle of death (cast using a 7th level spell slot), finger of death, sickening radiance, forcecage
2/day each: meteorite swarm (cast using a 9th level spell slot), power word kill

Unusual Nature. Anryon doesn't require air, food, drink, or sleep.

Vampire Weaknesses. Anryon has the following flaws:

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

Bladesong

Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (7)
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (7).

He can use this feature twice per long rest

 

Blade Flourish

At 3rd level, you learn to conduct impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

 

 

Actions

Multiattack. Anryon uses Command, hold person, (if available), dominate person, or Spellcasting. He then makes two attacks with his claws.

He can replace one of his staff attacks with his vampiric Touch.

Unarmed Strike (Humanoid or Vampire Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft. (10 ft. in vampire form), one creature. Hit: 11 (1d10 + 6) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 22)

 

Nine Lives Stealing Rapier (Humanoid or Vampire Form Only). Melee Weapon Attack: +16 to hit, reach 5 ft. (5 ft. in vampire form), one creature. Hit: 11 (1d8 + 8) piercnig damage. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

 

Vampiric Touch (Vampire Form Only). Melee Spell Attack: +15 to hit, reach 10 ft., one creature. Hit: 28 (6d6 + 7) necrotic damage. The vampire regains hit points equal to half the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is grappled (escape DC 22). The vampire can continue to use the Vampiric Touch action on a grappled creature once a turn. A humanoid slain by this attack rises as a zombie after 1 hour under the vampire's control. The vampire cannot use this action when it is in direct sunlight.


Bite (Bat or Vampire Form Only).
 Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 16 (3d6 + 6) piercing damage plus 21 (6d6) 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.

Soul Drain (Vampire Form Only; Recharge 5-6). Ranged Spell Attack: +15 to hit, range 60 ft., one creature. Hit: 42 (10d6 + 7) necrotic damage. The target makes a DC 23 Constitution saving throw or the vampire regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the vampire to its hit point maximum, it gains the excess as temporary hit points. 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. The vampire cannot use this action when it is in direct sunlight.

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 23 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 its 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 (3/Day). The vampire magically calls 4d6 taken commoners

Reactions

Poise. If the vampire would be hit by a weapon attack, it takes half as much damage.

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.
Vampiric Touch, Slash, or Unarmed Strike. The vampire makes one Vampiric Touch attack or one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Cast a Spell (Costs 2 Actions). The vampire casts a spell from its Innate Spellcasting feature, expending a use of that spell as normal.
Absorb Life (Costs 3 Actions). Every non-undead creature within a 30-foot radius of the vampire must make a DC 22 Constitution saving throw. On a failed save, a creature takes 35 (10d6) necrotic damage and has its hit point maximum reduced by that amount until the greater restoration spell or similar magic is cast on them. On success, a creature takes half as much damage and does not have its hit point maximum reduced. The vampire regains the amount of necrotic damage dealt as hit points. If the amount of hit points the vampire gains restores the vampire to its hit point maximum, the vampire gains the excess as temporary hit points. A humanoid slain in this way becomes a wraith under the vampire's control. The vampire cannot use this action when it is in direct sunlight.

  • Disrupt Life (Costs 2 Actions).Each non-undead creature within 20 feet of the lich must make a DC 22 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

 

 

**** that: If Anryon is within 50 ft of a RailFun, or Railfun adjacent contraption, he immediately casts ottelukes invulnerable sphere on himself, and prays for his life. 

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

 

The Choir

While within Anryon's Church, the choir of his sins sings in fear:

Every round, the Choir takes a side, this is based off of contested preformance checks, from either one party member, and Anryon, or every party member, and every Anryon (currently alive).

  • All those under a fearful choir's song must make a dc 18 con save, or be afflicted with the following effects:
  • 1d6 subtracted from every attack role, saving throw, and ability check.
  • Every round, their maximum HP is reduced by 1d4.
  • All Maximum HP reduced, is reset when the choir regains their hope.
  • All evil alligned characters under a hopeful choir, must make a dc 25 con save, or suffer the following effects
  • 1d8 subtracted from all attack roles, saving throws, and ability checks
  • 2d6 hp, healed to all good or neutral alligned characters.
  • 2d6 psychic damage dealt to Anryon personally.

Previous Versions

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Monster Tags: Shapechanger

Nickfry

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