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Lord Veyr Nocturne, the Mire-Blood Prince - AI-generated fantasy Monster

Lord Veyr Nocturne, the Mire-Blood Prince

Once a mortal lord who promised to protect Mirehollow, Veyr vanished on the night of his wedding when the settlement's fey marsh swallowed the chapel. He returned as a vampire touched by the realm beyond sleep, claiming his bride had forgotten him first. In truth, she broke their wedding token to resist his first attempt at feeding on her memories. Veyr murdered her, consumed the memory of her face, and has spent decades trying to fill the absence with an eternal court of people who can never leave or remember enough to resist. The region's magical effect is the residue of his bargain with the dream world. The local shop's protective wares are made from iron, salt, blue glass, and remembered names, all materials that anchor a mind to waking reality. The settlement's disappearances are victims drawn into Veyr's court and preserved as obedient dreamers.

Medium undead · Deadly boss encounter · Unique

Lord Veyr Nocturne, the Mire-Blood Prince

A fey-touched vampire lord who feeds on cherished memories as well as blood, ruling a haunted swamp where waking reality overlaps with a seductive dream world.
AC17
HP195/195
CRDeadly boss encounter
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Combat

AC 17 · HP 195 · Deadly boss encounter

Lord Veyr Nocturne, the Mire-Blood Prince

Medium undead (shapechanger, fey-touched undead), chaotic evil
Armor Class17, natural armor
Hit Points195 (23d8 + 92)
Speed
30 ft.,
climb 30 ft.,
fly 30 ft. in mist form, hover
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsDexterityWisdomCharisma
SkillsDeceptionInsightPerceptionPersuasionStealth
Damage Resistances
cold,
necrotic,
psychic,
bludgeoning, piercing, and slashing from nonmagical attacks
Immunities
charmed,
frightened,
poison,
poisoned
Weaknesses
Direct sunlight.,
Sunlit iron.,
The broken wedding token.,
The recovered memory of his mortal beloved.
Being called by his true mortal name while the chapel bell is silent.
Senses
darkvision 120 ft.,
passive Perception 18,
detects creatures that have lost memories to him within 1 mile
Languages
Common,
Sylvan,
Infernal,
telepathy 120 ft.
ChallengeDeadly boss encounter
Hit Dice23d8
Proficiency Bonus+5
Regeneration20 hit points at the start of his turn if he has at least 1 hit point and is not in sunlight or touching sunlit iron
SpellcastingCharisma-based, spell save DC 17, +9 to hit with spell attacks
Legendary Resistance (3/Day). If Veyr fails a saving throw, he can choose to succeed instead. He can use this trait three times per day.
Fey Ancestry. Veyr has advantage on saving throws against being charmed, and magic cannot put him to sleep.
Vampire Rejuvenation. If Veyr is reduced to 0 hit points outside his lair, he transforms into mist instead of dying, provided he is not in sunlight or touching sunlit iron. He must reach his coffin within 2 hours or be destroyed. If he reaches the coffin, he is paralyzed until he regains at least 1 hit point.
Spider Climb. Veyr can climb difficult surfaces, including upside-down ceilings, without needing to make an ability check. He can also move across liquid surfaces as though they were solid ground, but only while in dim light or darkness.
Fey Glamour. While in dim light or darkness, Veyr can become invisible until he attacks, casts a spell, enters sunlight, or touches sunlit iron.
Dream Court Sovereign. Veyr has advantage on saving throws against spells and other magical effects created by creatures that have not had one of their memories stolen by him.
Unwelcome Guest. Veyr cannot enter a residence or sanctified settlement without an invitation from a creature inside. Mirehollow's protective wares allow the shopkeeper to revoke such an invitation once per day.
Sunlight Hypersensitivity. Veyr is destroyed if he begins his turn in direct sunlight, unless he is in mist form and has total cover. While in sunlight, he cannot use Mire-Mist Form and has disadvantage on attack rolls and ability checks.
Memory Eater. Veyr has advantage on saving throws against spells and magical effects that would alter, restore, or reveal memories. A creature that speaks his recovered mortal name has advantage on such effects against him.
Stolen Thread. Veyr can sense the direction of any creature within 1 mile that has lost a memory to him. He knows when such a creature enters or leaves the swamp.

Spells

Minor Illusion (cantrip, illusion). Veyr can cast this spell at will without material components.
Message (cantrip, transmutation). Veyr can cast this spell at will without material components.
Charm Person (level 1, enchantment). Veyr can cast these spells 3 times per day each.
Misty Step (level 2, conjuration). Veyr can cast this spell 3 times per day without material components.
Hypnotic Pattern (level 3, illusion). Veyr can cast this spell once per day without material components. The dream version of the spell appears as a formal invitation to his court.
Dream (level 5, illusion). Veyr can cast this spell once per day without material components. The spell manifests as a misty ballroom filled with silent dancers.

Actions

Multiattack. Lord Veyr makes two attacks, only one of which can be a Bite. He can replace one attack with Dream Theft if available.
Claw. Melee Weapon Attack: to hit, reach 5 ft., one creature. Hit: 8 () piercing damage plus 10 () necrotic damage. If the target is a creature, Veyr can grapple it, escape . A creature grappled this way is restrained by spectral velvet and can be moved with Veyr.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one willing creature, a creature grappled by Veyr, incapacitated by him, or restrained by him. Hit: 8 () piercing damage plus 21 () necrotic damage, and the target's hit point maximum is reduced by the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target must succeed on a Constitution saving throw or lose one cherished memory, chosen by the player or determined by the DM. A lost memory returns if Veyr is destroyed, unless the target dies before then.
Dream Theft. Veyr targets one creature he can see within 60 feet that is not a construct or undead. The target must make a Wisdom saving throw. On a failure, it takes 27 () psychic damage and becomes charmed by Veyr for 1 minute. While charmed, the creature forgets one person, place, or promise chosen by the DM and willingly moves toward Veyr by the safest available route. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, the target takes half damage and is immune to Veyr's Dream Theft for 24 hours.
Mire-Mist Form. Veyr magically transforms into a Medium cloud of mist, or back into his true form. While in mist form, he has a flying speed of 30 feet, can hover, can pass through openings as small as 1 inch without squeezing, and has resistance to nonmagical damage. He cannot speak, attack, manipulate objects, or cast spells in this form. If he ends his turn in sunlight, he takes 20 radiant damage.
Mirrored Dreamscape (Recharge 5-6). Veyr targets a point he can see within 90 feet. A 20-foot-radius sphere of silver-black mist appears there for 1 minute. The area is heavily obscured to creatures hostile to Veyr, and lightly obscured to his allies. The ground within the sphere becomes sucking marsh, making it difficult terrain. When the mist appears, each creature of Veyr's choice in the area must succeed on a Wisdom saving throw or see a treasured location from its past superimposed over the swamp until the end of its next turn. Veyr can see normally through the mist.
Summon Dream-Duplicates (Recharge 6). Veyr chooses up to three creatures he can see within 60 feet. Each target must succeed on a Charisma saving throw or an enthralled dream-duplicate rises from the mud in an unoccupied space within 10 feet of that target. A duplicate uses the target's appearance and voice, has 1 hit point, AC 15, and disappears when reduced to 0 hit points. It can move and take the Help action, or make one spectral weapon attack with a bonus to hit that deals 7 () psychic damage. A duplicate instinctively protects Veyr and repeats the last comforting words spoken by its copied creature.
Rewrite the Mire (Recharge 4-6). The swamp within 120 feet of Veyr shifts unnaturally. Up to three 10-foot squares of ground become deep water, tangled roots, or solid ground until the end of Veyr's next turn. A creature standing in a changed square must succeed on a Dexterity saving throw or fall prone, become restrained by roots, or be pushed 10 feet, as appropriate to the new terrain.

Reactions

Shattering Reflection. When Veyr is hit by an attack, he creates a mirrored image and shifts up to 15 feet to an unoccupied space he can see. The triggering attack has a 50 percent chance to miss. Veyr cannot use this reaction while in sunlight or while touching sunlit iron.

Legendary Actions

Veiled Step. Veyr moves up to half his speed without provoking opportunity attacks. He may move through a creature's space if he is in mist form.
Sweet Recollection. Veyr makes one Claw attack or uses Dream Theft against a creature within 30 feet.
Courtly Command (costs 2 actions). Veyr targets one creature within 60 feet. The target must succeed on a Wisdom saving throw or be charmed until the end of its next turn. While charmed, it uses its reaction to move up to its speed toward a location chosen by Veyr.
The Chapel Turns (costs 3 actions). Veyr uses Rewrite the Mire or summons one dream-duplicate in an unoccupied space he can see within 30 feet.
Role
Solo boss, controller, infiltrator, and memory-horror antagonist
Built for
Four characters of 11th to 13th level

Gear

  • Broken Wedding Token (Story Relic, Priceless)A silver locket split down the center, bearing the initials of Veyr's lost beloved. It suppresses Veyr's regeneration when held near him.
  • Mourning Mantle (Wondrous Item, Rare)A black silk cloak that becomes cold and wet whenever a nearby creature loses a memory.
  • Pearl of Recovered Names (Wondrous Item, Very rare)A pearl containing the stolen memories of Mirehollow's missing villagers. Shattering it releases the memories in a wave of psychic pain.
  • Dawnpiercer (Weapon, Rare)A ceremonial rapier with a sun-bright iron core. Against undead, it deals an extra 1d6 radiant damage once per turn.

Feats

Legendary Resistance
Vampire Weaknesses
Fey Ancestry
Memory Eater
Innate Spellcasting

Notes for the game master

Veyr is intended as a challenging solo boss for four characters of 11th to 13th level.
If used against a lower-level party, remove Legendary Resistance, reduce hit points to 150, and lower the Dream Theft save DC to 15.
Veyr's stolen-memory effects should be discussed with players before play and used to create mystery and roleplaying consequences rather than remove player agency.

Tactics

  1. Opening

    Veyr begins hidden beneath the chapel's black water. He speaks through the reflections of the characters, uses Dream Theft against the most emotionally invested hero, then emerges only after the party is separated by shifting terrain.

  2. Mid-fight

    He divides the party with Mirrored Dreamscape and Rewrite the Mire, then uses dream-duplicates to create false cries for help. He targets healers, memory-bearers, and anyone who displays a personal connection to Mirehollow.

  3. End of the fight

    When reduced below 50 hit points, Veyr uses Mire-Mist Form, retreats through the chapel's flooded crypt, and attempts to isolate the character carrying the broken wedding token or the shop's protective wares. He fights to recover those objects rather than simply escape.

  4. Retreat

    Veyr is patient rather than brave. If forced below 25 hit points, he becomes a cloud of mist and flees toward a prepared coffin beneath the chapel unless exposed to sunlit iron, the broken wedding token, or the recovered memory of his lost bride.

How it fights

Use charm and false voices to make the party spend actions protecting apparent allies.
Keep at least one dream-duplicate between Veyr and ranged attackers.
Exploit difficult terrain and vertical movement to separate characters before using Bite.
Use Misty Step to reach isolated targets and retreat through reflective surfaces.
Never reveal the full truth of the wedding token until Veyr is already under pressure.

Who it attacks first

Characters carrying the broken wedding token or sunlit iron
Healers and characters with strong emotional ties to Mirehollow
Characters who fail Wisdom or Charisma saving throws
Anyone holding recovered memories or protective shop wares

Works well with

The shop's protective wares can reveal invisible dream-duplicates and grant advantage against Veyr's enchantments.
A character carrying a recovered memory can identify the real Veyr among mirrored images.
Salt, iron nails, blue glass, and spoken names can anchor sections of the battlefield, preventing Rewrite the Mire from changing them.
Mirehollow survivors can disrupt Veyr's control by calling one another by their true names.

How to beat it

Sunlit iron deals 10 radiant damage to Veyr when it is used to strike him or held against his body, bypassing his regeneration. A piece of iron must have been exposed to direct sunlight for at least 1 hour.
The broken wedding token, when presented within 10 feet of Veyr, suppresses his regeneration and prevents him from using Mire-Mist Form for 1 round. It can be used once per round.
The recovered memory of his mortal beloved causes Veyr to lose his Legendary Resistance for 1 round when spoken aloud by the NPC who owns it.
The shop's protective wares grant advantage on saving throws against Veyr's charm, Dream Theft, and mirrored dream effects.

Ways to avoid a fight

Offer to restore one stolen memory in exchange for a character's service.
Invite the party to a formal dream court in the chapel, where violence is forbidden until someone breaks etiquette.
Use the stolen memories as bargaining pieces, revealing personal secrets about missing villagers or the characters' loved ones.
Allow a victim to leave if the party agrees to bring the shopkeeper's protective stock to the chapel.
Ask the party to identify his lost beloved from among several dream-duplicates, with a correct answer weakening him before combat.

Ecology

Lord Veyr Nocturne appears as a tall, unnervingly graceful noble with moon-pale skin, dark hair drifting as though underwater, and eyes filled with reflected stars. His coat is stitched from funeral velvet and waterlogged wedding banners. Black reeds grow from his shoulders like a ceremonial collar, while silver-black mist leaks from his mouth whenever he smiles. His reflection wears a different face, often that of someone the viewer dearly misses.

Behavior

Veyr speaks with elegant courtesy, addressing violence as though it were an unfortunate breach of etiquette. He rarely attacks immediately. Instead, he offers bargains, compliments the characters' memories, and asks which loved one they would willingly forget in exchange for peace. He is theatrical, predatory, and possessive, treating Mirehollow's inhabitants as future members of his dream court.

How it lives

Veyr does not require ordinary food. He feeds on blood to sustain his body and on memories to sustain his connection to the dream world. Victims whose memories he consumes often become calm, agreeable, and directionless, wandering into the marsh while insisting they are going home. Dream-duplicates are temporary psychic echoes formed from stolen affection.

Lair

Veyr's lair is the Chapel of the Last Vow, a ruined stone chapel that appears only when the swamp is asleep. Its bell hangs beneath the water, its pews float upside down, and its stained-glass windows show the dreams of anyone who enters. At initiative count 20, losing initiative ties, Veyr can use one lair action: flood a 20-foot square with grasping water, create a reflective duplicate of one creature until the next round, or cause every mirror and pool to whisper a forgotten name. The chapel is visible only during the dream tide, unless someone carries the broken wedding token.

Habitat
Haunted fey swamp, drowned settlement, moonlit marsh, dream-overlap zone, and half-submerged chapel.

Signs that it is near

Villagers forget the names of spouses, children, or lifelong friends.
Still water reflects a moonlit chapel that is not physically present.
A distant wedding bell rings beneath the swamp.
Protective charms become cold and collect beads of black water.
Victims leave their homes willingly, carrying flowers, candles, or wedding gifts.

Tags

vampire,
fey,
undead,
swamp,
dream horror,
memory theft,
boss,
lair encounter

Lore

Once a mortal lord who promised to protect Mirehollow, Veyr vanished on the night of his wedding when the settlement's fey marsh swallowed the chapel. He returned as a vampire touched by the realm beyond sleep, claiming his bride had forgotten him first. In truth, she broke their wedding token to resist his first attempt at feeding on her memories. Veyr murdered her, consumed the memory of her face, and has spent decades trying to fill the absence with an eternal court of people who can never leave or remember enough to resist. The region's magical effect is the residue of his bargain with the dream world. The local shop's protective wares are made from iron, salt, blue glass, and remembered names, all materials that anchor a mind to waking reality. The settlement's disappearances are victims drawn into Veyr's court and preserved as obedient dreamers.

What drives it

To transform all of Mirehollow into an eternal dream court where every resident adores him, forgets mortality, and remains incapable of remembering betrayal.

After the fight

When Lord Veyr is destroyed, dawn reaches the half-submerged chapel for the first time in generations. The stolen memories return in painful waves, and the names of Mirehollow's missing are spoken by the marsh. The magical overlap between the swamp and the dream world weakens, though fragments remain in mirrors, still water, and sleeping minds. If the heroes recover the broken wedding token before the battle ends, the NPC whose memory was restored becomes the first person able to remember Veyr's true mortal name.

“He returned as a vampire touched by the realm beyond sleep, claiming his bride had forgotten him first.”
From its lore

Variants

Countess Vaelith, the Drowned Bride, replaces Claw with a ribbon-like veil attack and uses wedding guests as dream-duplicates.
The Mire-Blood Prince can be reduced to CR 10 by removing Dream Theft's psychic damage, reducing hit points to 150, and giving him only two Legendary Resistances.
For a higher-level party, add a second phase at 75 hit points in which the chapel becomes fully submerged and Veyr gains a swim speed of 60 feet plus one additional use of Summon Dream-Duplicates.

Hooks

Plot hooks

Mirehollow's missing villagers are seen walking peacefully across the marsh at night, each carrying a candle and speaking to an invisible host.
The protective-goods shop is running out of blue-glass charms because someone keeps stealing them before delivery to the settlement.
A player character wakes with a blank space where a cherished memory should be and finds muddy footprints leading from the bed to the swamp.
The party must recover the broken wedding token from a drowned bridal chamber before the dream tide reveals the chapel.
A survivor claims the disappearances are voluntary because Veyr showed the villagers a perfect future where no one ever dies.

How to use it

Use Veyr as the primary villain in a swamp investigation involving missing villagers, recurring dreams, and a protective-goods shop whose wares interfere with the local enchantment.
The battle works best after the party has learned at least two weaknesses and has recovered either the broken wedding token or a stolen memory.
For a climactic encounter, place the fight in the half-submerged chapel during a dream tide, when each round can alter the terrain or reveal a false version of an ally.

Treasure

The Pearl of Recovered Names, containing the memories of Mirehollow's missing villagers.
Dawnpiercer, a ceremonial rapier with a sunlit iron core.
The broken wedding token, which can be reforged into a protective charm against dream intrusion.
The Mourning Mantle, which can be cleansed and worn as a cloak of protection from psychic damage once per day.
A sealed ledger naming every member of Veyr's unfinished dream court, including several influential figures who have not yet disappeared.

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