Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Royal Blood. The Vampire heals 20 hp at the start of its turn unless it was subject to Radiant or Fire Damage in the previous round of combat
Completely Insane. Attempting to scry the thoughts of an Abhorrant unveils an all consuming wave of insanity that completely forces the scryer to attempt a Wisdom Save DC 18 or become Stunned for 1 minute. Depending on the severity of the local Flesh Eater delusion, the effect may be more severe
Variant: Grim Garland. Each non Flesh Eater creature within 45 feet of the bearer and aware of it must succeed on a DC 19 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 dragon’s Frightful Presence for the next 24 hours.
Variant: Blisterskin (Devoted Fanatic from the Realm of Fire). The Flying Move speed is set to 90ft
Spellcasting. The vampire is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +5 to hit with spell attacks). The vampire has the following spells prepared:
Cantrips (at will): Prestidigitation, Minor Illusion, Mage Hand, Chill Touch
1st level (4 slots): Magic Missile, False Life, Ray of Sickness, Whelm Weapon
2nd level (3 slots): Mind Spike, See Invisibility
3rd level (2 slots): Animate Dead, Counter Spell
Multiattack. The vampire makes three Gory Talons attacks and uses Bite.
Gory Talons Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Blood-Soaked Bite. Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.
Royal Hunting Party. The vampire casts Misty Step, requiring no spell components and using Charisma as the spellcasting ability and can target up to 3 other flying creatures within 30ft to also be affected and set up within 5ft of their chosen location. The vampire can’t take this action again until the start of its next turn.
Gore Surge. The vampire moves up to half its Speed, and it makes one Gory Talon attack.
Description
Abhorrant GoreWarden
GoreWardens are mordant Vampires. Not entirely dead nor alive. These creatures suffer from the Grand Delusion that curses them to see themselves as Nobles ruling glorious houses and ruling over swathes of peasants, when in actuality they are insane corpse eating creatures.
Gorewardens specifically are the guardians of the carnal empire's borders being alert for trespassers, slaying all who dare oppose and eating those that do not survive.
Lair and Lair Actions
Flesh Eater Lairs
Flesh Eaters dwell in graveyards, mortuaries and corpse fields. However when an Abhorrant of significant power arrives and the delusions start to seep out, abandoned keeps and ruins are turned into magnificent noble houses...at least in their eyes
The region containing a mordant lair is warped by its presence, creating the following effects:
Children of the Night. Strong enough Necromantic energies prevail that undead beasts and fellow corpse eaters start to flock to the area in growing numbers.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Prevailing Delusion. The area within 1 mile of the lair is affected by a mind-altering delusion. The Delusion can cause memory loss, the unknown passage of time, false images and importantly all Flesh Eaters are presented as nobles and the lower mordants appear as lowly peasants. Feasts appear presented as well cooked meals instead of their grisly cannibalistic actualities. A person that has consumed flesh of their own race is more susceptible to these delusions. Allies may perceive each other as hostiles in the midst of combat if the delusion has permeated the area strong enough
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