Gargantuan Celestial (Vampire), Chaotic Evil
Armor Class 28
Hit Points 666 (30d20 + 166)
Speed 40 ft., Walk 50 ft.
STR
27 (+8)
DEX
20 (+5)
CON
23 (+6)
INT
24 (+7)
WIS
18 (+4)
CHA
20 (+5)
Condition Immunities Grappled, Stunned
Senses Blindsight 25ft, Darkvision 120ft, Passive Perception 20
Languages All Telepathically, Verbally
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

The Three Fangs. If the three Fang Pillars of The Ancient Land are not destroyed when battling Vampyr, he is Immune to holy water, silver, running water, Radiant Damage, and has Advantage on Spell Saving throws. If the Fang of the Swamp is destroyed, Vampyr loses the immunity to holy water and silver. If the Fang of the Forrest is destroyed, Vampyr loses the Immunity to running water and Radiant damage. If the Fang of the Mountain is destroyed, he loses the Advantage on Spell Saving Throws.

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

Regeneration. Vampyr regains 35 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.

Sealing the Old God. Once all three Fang Pillars of the Ancient Lands are destroyed and finding the tome to the ritual to seal Vampyr into the sarcophagus. It will take 10 turns to seal Vampyr into the 

Actions

Multi-attack. Vampyr can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Epic Spell (1/7days). Vengeful Gaze of God: Target: One creature, or up to a 10-foot cube of nonliving matter in line of sight. Casting Time: 1 Action. Duration: Instantaneous. Components: V, S. Spell Save DC: 40.

Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one willing creature, or a creature that is grappled by Vampyr, incapacitated, or restrained. Hit: 14 (2d6 + 7) 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 Vampyr regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Vampyr’s control.

Claw. Melee Weapon Attack+15 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of Vampyr and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Vampyr's Frightful Presence for the next 24 hours.

My servants, to me (1/day)!! Vampyr magically calls 3d4 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Vampyr can call 3d6 dire wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Vampyr and obeying his spoken commands. The beasts remain for 1 hour, until Vampyr is resealed, or until he dismisses them as a bonus action.

Legendary Actions

Vampyr 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. Vampyr regains spent legendary actions at the start of his turn.

Blood of My Enemies. (Costs 3 Actions). During the last turn, the total damage that was done to all creatures, Vampyr heals Health Points equal to half total damage.

Wing Beat. (Costs 2 Actions). Vampyr beats his wings. Each creature within 15 feet of Vampyr must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Vampyr can then fly up to half its flying speed.

Detect. Vampyr makes a Wisdom (Perception) check.

Description

After defeating his champion, Strahd, and his avatar form. He shows no mercy, by revealing his true form. Born from a blood geyser from his avatar form, he rises to challenge those who'd defy the Blood God. 

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