Shadow Senses. Vampyr can see through any kind of darkness, natural or magical, completely unhindered. Likewise, its gaze penetrates mists, dust, and similar phenomena that would normally reduce vision, natural or magical, completely uninhibited. While in dim light or darkness, Vampyr has advantage on all Wisdom (Perception) checks.
Shadow Nature. Vampyr can occupy another creature’s space and vice versa. In addition, if air can pass through a space, Vampyr can pass through it without squeezing.
Drenched in Despair. Any creature that starts its turn in the same space as Vampyr must succeed on a DC 19 Wisdom saving throw or become stunned until the start of its next turn. If a creature stunned in this way starts its turn in the same space, it takes 14 (4d6) necrotic damage and Vampyr regains the same amount of hit points.
Legendary Resistance (5/Day). If Vampyr fails a saving throw, it can choose to add +10 to the roll potentially turning it into a success instead.
Spellcasting. Vampyr is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). Vampyr has following spells prepared:
Cantrips (at will): resistance, mending, toll the dead, thaumaturgy
1st level (4 slots): bane, command, inflict wounds, detect magic
2nd level (3 slots): blindness/deafness, spiritual weapon, hold person
3rd level (3 slots): spirit guardians, bestow curse, dispel magic
4th level (3 slots): banishment, freedom of movement, stone shape
5th level (3 slots): contagion, planar binding
6th level (2 slot): harm, create undead, blade barrier
7th level (2 slot): fire storm, power word fortify
8th level (1 slot): antimagic field
9th level (1 slot): gate
Multiattack. Vampyr attacks twice with its Shadow Hand. If Blood Vapor is available, it replaces one Shadow Hand attack
Shadow Hand. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 27 (5d8 + 6) necrotic damage. The target must succeed on a DC 19 Strength saving throw or be pulled by the shadow hand by up to 10 feet towards Vampyr.
Blood Vapor (Recharge 4-6). Vampyr targets a creature it can see within 60 feet of it. The target must succeed on a DC 19 Constitution saving throw or be drained of blood through its eyes and nostrils. On a failed save, the target takes 33 (6d10) necrotic damage and has its Constitution score reduced by 2 (1d4). On a successful save, the target takes only half as much damage and does not have its Constitution score reduced. Vampyr heals for the amount of damage taken by the target. If a target’s Constitution score falls to 0, it dies. A target regains 2 (1d4) of its lost Constitution at the end of a long rest until it reaches its original Constitution score.
Vampyr can take 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 its turn.
Move. Vampyr can move up to its movement speed without provoking opportunity attacks.
Claw. Vampyr Makes one Shadow Hand attack.
Deathly Stare. Vampyr turns its burning gaze onto a target it can see. The target must make a DC 19 Wisdom saving throw or be frightened until the end of its next turn.
Misty Movement (2 actions). Vampyr can teleport anywhere in the mists that it can see
Cast Spell (3 actions). Vampyr casts a spell from its spell list
Description
this a depiction of Vampyr the Dark Power responsible for the Curse of Strahd and continual trapping of Barovia in the Shadowfell.
specifically used in tangent with the Lunch Break Heroes version of the adventure in which my party has united the valley and done such things as resurrecting an ancient silver dragon making the need for a stat block beef up necessary, i hope this will be a grand final fight for your party if you wish to use it
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