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    Upyr

    Medium undead, neutral evil

    Armor Class 15 (natural armor)

    Hit Points 112 (15d8 + 45)

    Speed 30 ft.

    STR 18 (+4) · DEX 16 (+3) · CON 16 (+3) · INT 10 (+0) · WIS 14 (+2) · CHA 14 (+2)

    Saving Throws Wis +5, Cha +5

    Skills Deception +5, Perception +5, Stealth +6

    Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

    Damage Immunities Poison

    Condition Immunities Exhaustion, Charmed, Poisoned

    Senses Darkvision 60 ft., passive Perception 15

    Languages The languages it knew in life

    Challenge 6

    Traits

    Regeneration. The Upyr regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the Upyr takes fire or radiant damage, this trait doesn't function at the start of its next turn. The Upyr dies only if it starts its turn with 0 hit points and doesn't regenerate.

    Sunlight Hypersensitivity. The Upyr takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

    Undead Nature. The Upyr doesn't require air, food, drink, or sleep.

    Actions

    Multiattack. The Upyr makes two attacks, only one of which can be a Life Drain attack.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

    Hit: 9 (1d8 + 4) slashing damage.

    Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.

    Hit: 13 (2d8 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. The Upyr regains hit points equal to the necrotic damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    Reactions

    Enthralling Gaze. When a creature that can see the Upyr's eyes starts its turn within 30 feet of the Upyr, the Upyr can force it to make a DC 15 Wisdom saving throw if the Upyr isn't incapacitated and can see the creature. If the saving throw fails, the creature is charmed until the end of its next turn. While charmed in this way, the creature is incapacitated and regards the Upyr as a trusted friend, to be heeded and protected.

    Lore

    Restless undead beings who prey upon human flesh and blood.

    The story of the Upyrs goes far back into the past. They were known as early as the 12th century; from this period, one can find the first records of these monsters.

    In the early period, Upyrs were described and portrayed as malevolent spirits hostile to humans. Interestingly, at that time, all the deceased were divided into "good" ones—that is, spirits of the dead who had found peace but visited the living to help or protect them—and "bad" ones, with whom things were not so simple. It was believed that Upyrs were precisely the bad or, more accurately, evil spirits that emerged from the dead of foreign people, enemies from other tribes. The emphasis here should be placed on "spirits."

    From The Witchwood Bestiary 5E, p. 82 · Fern Flower Press