| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +8 |
| DEX | 18 | +4 | +9 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 14 | +2 | +7 |
| CHA | 15 | +2 | +2 |
Sunlight Sensitivity. The werepyr is sensitive to sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Silver Sensitivity. If the werepyr Is damaged by a silvered weapon, it loses its bonus actions until it can regenerate. Additionally, while affected by damage from silvered weapons, the werepyr’s speed is halved and attack rolls that hit it deal an extra 1d6 psychic damage.
Pack Leader. The werepyr has advantage on attack rolls and saving throws while within 30 feet of an ally.
Cursed Regeneration. The werepyr regains 32 hit points at the start of each of its turns. If the werepyr is damaged by silvered weapons, this trait doesn’t function on the werepyr’s next turn. The werepyr only dies if it starts its turn with 0 Hit Points and doesn’t regenerate
Spell Turning. The werepyr has limited immunity to spells. When targeted by a spell of 3rd level or lower (including area of effect spells) the werepyr automatically succeeds on the saving throw and suffers no effects. Additionally, the spell then immediately targets the initial caster (if an AOE spell, centered on the caster) with a spell save DC of 18.
Blessing of Vampyr. The werepyr is immune to nonmagical bludgeoning, slashing, and piercing damage (this does not include fall damage or damage dealt by another werebeast or a silvered weapon). The werepyr is resistant to magical bludgeoning, slashing, and piercing damage dealt
Multiattack. The werepyr makes two Bite attacks and one Chilling Howl.
Bite. Melee Attack Roll: +10, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the werepyr regains Hit Points equal to the damage dealt with this attack. If the target is a Humanoid, the werepyr may force it to suffer the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Barovian werebeast (see chart below) under the DM’s control and has 10 Hit Points. Success: The target is immune to this werewolf’s curse for 24 hours.
Chilling Howl. 120 ft. emanation: Each creature within range (excluding werebeasts) must make a Wisdom Saving Throw (DC 18). On a failure, a creature takes 14 (4d6) Psychic damage (half as much on a success) and is frightened until the end of its next turn.
Barovian Werebeast Table
1- Barovian Wererat
2- Barovian Werebadger
3- Barovian Wereboar
4- Barovian Werewolf
5- Barovian Werepanther
6- Barovian Werebear
7- Barovian Polar Werebear
8- Barovian Weremammoth
9- Barovian Weredragon
10- Barovian Werepyr
Shadow Stealth. While in Dim Light or Darkness, the werepyr takes the Hide action.
Deathless Stalker. The werepyr can take the search action or dash action. If the dash action is taken, the werepyr does not prompt opportunity attacks.
Shape-Shift. The werepyr shape-shifts into a large wolf-bat-humanoid hybrid, a dire wolf, or a giant bat. Its game statistics, other than its size, are the same in each form. Any equipment is is wearing or carrying, magically morphs to accommodate the werepyr’s new form.
Mist Walker. The werepyr transforms into a small cloud of mist (hover speed 60’)
While in mist form, the werepyr can’t take any actions, speak, or manipulate objects. It is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can’t pass through liquid. It has Resistance to all damage, except the damage it takes from silvered weapons
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