Vættir — fantasy monster illustration. Vættir is a medium undead (Challenge Rating 4).

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Vættir

Medium Undead, Lawful Evil

AC
15
HP
97
Speed
30
CR
4

False


Armor Class 15 (chain shirt)

Hit Points 97 (13d8 + 39)

Speed 30 ft.


STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)

Saving Throws Dex +4, Wis +3

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities necrotic, poison

Condition Immunities charmed, frightened, poisoned

Senses truesight 30 ft., darkvision 60 ft., passive Perception 11

Languages the languages it knew in life

Challenge 4


Traits

Grave Goods Sense. The vættir can pinpoint the location of creatures wearing or carrying one of the vættir's personal items or grave goods within 60 feet of it, and the vættir can sense the general direction of its personal items and grave goods within 1 mile of it.

Rejuvenation. A destroyed vættir gains a new body in 24 hours, regaining all its hp and becoming active again. The new body forms in a random unoccupied space within 100 feet of where it fell. This trait doesn't function if the vættir is put to rest (typically by returning its remains to its burial mound).

Sunlight Sensitivity. While in sunlight, the vættir has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

Actions

Multiattack. The vættir can use its Disorienting Gaze. It then makes two Vættir's Greataxe or Necrotic Bolt attacks.

Vættir's Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 4 (1d8) necrotic damage.

Necrotic Bolt. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 15 (3d8 + 2) necrotic damage.

Disorienting Gaze. The vættir locks eyes with one creature it can see within 30 feet of it. The target must succeed on a DC 15 Charisma saving throw or be incapacitated for 1 minute. While incapacitated, the creature moves in a random direction when it moves. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the vættir's Disorienting Gaze for the next 24 hours.

Corpse Breath (Recharge 5-6). The vættir spews forth a 15-foot cone of putrid gas. Each creature in the area must make a DC 15 Constitution saving throw. On a failure, a creature takes 21 (6d6) poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Vættir — fantasy monster illustrationPrimary
FTTHelper · auto-generated · monster · monster

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022
The Game Master's Book of Non-Player Characters
Jeff Ashworth · 2021
The Game Master's Book of Villains, Minions and Their Tactics
Aaron Hübrich · 2023