Gas Mask. Vulture has dark vision 60ft and can see through magical darkness. They are immune to effect from gases and mists. They can see up to 60ft in areas heavily obstructed by fogs or other similar effects
Unbound. When dropping below 40 HP Vulture's cloak tears and his veins bulge as his emergency serum kicks in. He gains 20 temp hp, Str increase to 20, and can use his unbound abilities. By severing the orange hose (AC 18 HP 5) all his Temp HP is removed. By Severing the Green hose (AC 18 HP 5) his Str. returns to normal and he cannot use his Pounce attack.
Alchemist's Special. Vulture has 3 experimental mixtures from the Alchemist table that can be consumed as a bonus action or administered to others. Vulture chooses from the table which effect at the moment of use. In addition to other effects each potion grants 2d6+ 5 temp HP.
Defy Death. When dropping 0 HP while unbound, Vulture ceases to exist and the dark energy he has been festering with explodes out. He heals 100 HP and can use his Undying Mass abilities. He can no Longer cast spells or use other abilities.
Infusions: Aware- Can't be surprised, advantage on initiative. Extra 3rd level Spell. Boosted Con. +2 AC. 4 charges to save Concentration. Resistance to Fire.
Spellcasting. Vulture is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Vulture has following Artificer spells prepared:
Cantrips (at will): Acid Splash, Poison Spray, Thorn Whip, Green-Flame Blade
1st level (4 slots): Cure Wounds, Grease, Tasha's Caustic Brew, False Life, Healing Word, Ray of Sickness
2nd Level (3 slots): Heat Metal, Lesser Restoration, Blur, Flaming Sphere, Melf's Acid Arrow
3rd Level (4 slots): Dispel Magic, Haste, Fly, Gaseous Form, Mass Healing Word
4th Level (3 slots): Stoneskin, Fabricate, Freedom of Movement, Blight, Death Ward
5th Level (2 slots): Greater Restoration, Transmute Rock, Cloud Kill, Raise Dead
6th Level (1 time use): Heal
Mutliattack. Vulture can make two attacks per turn when normal or Unbound.
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., 1 target. Hit: 7 (1d10 + 2) Piercing damage.
Unbound: Pounce. Melee Attack: +10 to hit, 10 ft. range, 1 target Hit: 15 (2d10 +5). Bludgeoning Damage. On a hit the target is knocked prone. Crits on an 18-20.
Undying Mass: Necrotic Thrash. Dark Tendrils reach out. Each creature within 20ft must make a Dex 17 Save or be Restrained. They can use an action to attempt to escape (Acrobatics or Athletics) Any creature restrained by the tentacles at the start of his turn takes 3d10 necrotic Damage.
Potion Mist. As a bonus action Vulture can cast a spell of third level or lower. If cast this way it does not require concentration, but the effect ends of this effect is used to cast another spell. Additionally, this does not count as casting a spell for the purpose of the limit of one per turn.
Unbound: Potion IV. When unbound from his cloak Vulture can cast two spells of third level or lower or one level of fifth level or lower as a bonus action. If cast this way it does not require concentration, but the effect ends of this effect is used to cast another spell. Additionally, this does not count as casting a spell for the purpose of the limit of one per turn. This can be disabled by slicing the pink hose into his back (AC 18 HP 5).
Undying Mass: Virulent Growth. When in his writhing mass form, Vulture can either regain 2d8 hp or deal 1d8 necrotic damage in 10 ft radius around him as a bonus action.
Unbound: Vengeful Strike. When hit with a melee attack Vulture can make one Pounce attack against the creature that just hit him
Undying Mass: Pustulent Spray. When taking damage from any source Vulture can spray noxious fluids in a 10 ft radius. Any creature in that range must make a DC 16 Con save or be poisoned for 1d4 rounds.
Undying Mass: When in his undying mass form Vulture can make three legendary actions per round.
1 Action- Sap Energy: One creature restrained by his tentacles must make a DC 16 Con save or gain one level of exhaustion and heal Vulture 15 HP.
2 Actions- Focused Grab: Vulture makes an attack roll +10 to hit to restrain one target with his tentacles
3 Actions- Decaying Aura: Every Creature Within 20 ft of Vulture must make a DC 16 Con Save or gain one level of Exhaustion.
Description
The supreme alchemist of undeath, the cloaked mist, the coughing terror, Vulture has made a slow rise to power within Crow feather concoctions. His plague doctor-esk mask hisses with puffs of potions constantly pumped into his frail old body. His unique mixture keeps him alive, but life is pain. His dark cloak is illuminated with an eerie green and his shaky voice is off putting at best. He knows where to make friends in high places, and isn't afraid to exploit the morals of those who have them.
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