| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 20 | +5 | +9 |
| CON | 20 | +5 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +5 |
| WIS | 15 | +2 | +6 |
| CHA | 15 | +2 | +6 |
Legendary Resistance (1/Day, or 3/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Incorporeal Movement. The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Innate Spellcasting. The avian vampire’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:
At will: message. minor illusion
3/day each: hold person, confusion, sleep, command
1/day each: gaseous form, major image, dominate person, synaptic static
Shadow Stealth. While in dim light or darkness, the vampire can take the Hide action as a bonus action.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Multiattack. The avian vampire uses its Wings of Shadow then makes two Bloody Beak attacks.
Bloody Beak. Melee Attack Roll: +9, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage.
Wings of Shadow. The avian vampire sends wings of shadow to envelop one creature it can see that is in dim light or darkness within 30 feet of it. The target must succeed on a DC 18 Dexterity saving throw or be restrained by wisps of magical shadow for 1 minute. While restrained, the target takes 9 (2d8) necrotic damage at the start of each of its turns, and the avian vampire is healed by the same amount. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The avian vampire can have no more than one creature restrained by its Wings of Shadow at a time.
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.
Illusory Defence(1/day).The vampire casts Mirror Image, requiring no spell components.
Deathly reply. When hit by a melee attack by a creature within 5 feet of it, the avian vampire can use its reaction to deal 2d6 necrotic damage to the attacker.
Legendary Action Uses: 3. Immediately after another creature’s turn, the avian vampire can expend a use to take one of the following actions. The avian vampire regains all expended uses at the start of each of its turns.
Deathless Strike. The avain vampire flies up to half its Speed, and it makes one Bloody Beak attack.
Umbral Flurry. All creatures within 15 feet of the avian vampire must make a DC18 dexterity saving throw, taking 2d6 necrotic damage on a failure, and half damage on a success.
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