Vam'l'ykkri: Difference between revisions
(Created page with "__NOAUTOLINKS__ ''Source: Harker's Guide to Vampire Hunting'' By a fluke of nature, some m’l’ykkri flesh creatures evolve into a foul semblance of humanoid intelligence. These creatures do not lurk in cities as other vampires might; rather, they control wamph’l’ykkri and other foul m’l’ykkri creatures and build their domain in the uncharted wilderness. Merchants and explorers that enter into their territory will first be assailed by the vam’l’ykkri’s...") |
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''Source: Harker's Guide to Vampire Hunting'' | ''Source: Harker's Guide to Vampire Hunting'' | ||
Latest revision as of 17:32, 19 February 2025
Source: Harker's Guide to Vampire Hunting
By a fluke of nature, some m’l’ykkri flesh creatures evolve into a foul semblance of humanoid intelligence. These creatures do not lurk in cities as other vampires might; rather, they control wamph’l’ykkri and other foul m’l’ykkri creatures and build their domain in the uncharted wilderness. Merchants and explorers that enter into their territory will first be assailed by the vam’l’ykkri’s minions, typically wamph’l’ykkri and m’l’ykkri fleshlings. Once the travelers have been softened up, the vam’l’ykkri will feast on their flesh and assimilate them into its meaty empire.
| Vam'l'ykkri | |||||
|---|---|---|---|---|---|
| Monster Level: 16 | |||||
| Large. Abominable Undead Eldritch Shapechanger | |||||
| STR | DEX | END | AWR | INT | CHA |
| 6 | 0 | 4 | 2 | 3 | 5 |
| Ref: 10 | Fort: 14 | Ant: 12 | Log: 13 | Will: 15 | |
| Armor Rating 15 | Immune Necrotic | ||||
| Hit Points 140 | Vulnerable Corrosive 1, Radiant 2 | ||||
| Speed 30 ft, Climb 30 ft | Senses Darkvision 300 ft | ||||
| Traits Immutable, Iron Will, Steel Mind, Regen 5 | |||||
| Features | |||||
| Ancerran Vampirism. The Vam’l’ykkri follows the Ancerran vampire template.
Horrifying Appearance. When a creature starts its turn within 30 ft of the Vam’l’ykkri, the Vam’l’ykkri automatically makes a +3 attack against the creature’s WILL. On a hit, the target gains the Frightened condition until the end of its next turn. On a miss, the target is no longer Frightened and becomes immune to this feature for 1 hour. Progeny. When the Vam’l’ykkri is Bloodied, and when it dies, it sheds 2 (1d4) Wamph’l’ykkri. Flesh Network. The Vam’l’ykkri is aware of all creatures Enthralled by it within 1 mile of it. Furthermore, by vomiting a globule of flesh into a M’l’ykkri Fleshling, the Vam’l’ykkri can see through the m’l’ykkri fleshling’s senses for 24 hours, in addition to its own. | |||||
| Actions | |||||
On each of the Vam’l’ykkri’s turns, it may take one of the following sets of actions.
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| Tier 1 Actions | |||||
| Move. The Vam’l’ykkri can move up to its speed.
Bite. Reach 5 ft Natural Weapon. +6 vs AR. Hit: 11 (1d10+6) necrotic, and the Vam’l’ykkri regains HP equal to the damage it dealt. | |||||
| Tier 2 Actions | |||||
| Captivate (Recharge 6). Ranged 30 ft Natural Weapon. +5 vs WILL. Hit: The creature is Suppressed and Dazed until the end of its next turn.
Grinding Teeth. 30 ft Radius Natural Weapon. +5 vs WILL of each creature in the radius. Hit: 15 (3d6+5) psychic. Progenitor’s Bite. Reach 5 ft Natural Weapon. +6 vs AR. Hit: 11 (1d10+6) sharp, and make a secondary attack: +4 vs FORT. Hit: The creature gains Fleshling Fever. Flesh Secretion (Recharge 6). The Vam’l’ykkri summons 2 (1d4) M’l’ykkri Flesh Worms, which appear in unoccupied spaces within 10 ft of the Vam’l’ykkri. | |||||
| Reactions | |||||
| Exploit (1/Round). The Vam’l’ykkri can Exploit. | |||||