Vire (5e Creature)

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Medium fiend, neutral evil

Armor Class 15 (natural armor)
Hit Points 38 (7d8 + 7)
Speed 25 ft., fly 50 ft.

14 (+2) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 12 (+1)

Skills Perception +3, Stealth +4
Damage Resistances cold, fire, lightning, necrotic
Senses darkvision 120 ft., passive Perception 13
Languages Stal
Challenge 1 (200 XP)

Keen Sight. The vire has advantage on Wisdom (Perception) checks that rely on sight.

Split into Keese. If the vire is reduced to 10 hit points or fewer but not killed outright, it will split into two red-colored keese which each have full hit points. These keese act on the same initiative the vire had. If these two keese complete a short rest together, they will easily fuse back into the vire they once were, with full hit points.

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


Multiattack. The vire makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Fire Bolt. Ranged Spell Attack: +3 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.

A flying red vire.

This four-eyed fiend has clawed arms and feet, bat-like wings, and a devilish tail. It is the result of two mere keese fusing into a humanoid monster that is much stronger and smarter than either of them could be separately, and it even boasts minor magical ability. This fusion only seems to occur in areas of great magic or fiendish influence, and is often the result of vires influencing keese to fuse. Indeed, keese themselves are not intelligent enough to even realize a vire once took their form.

When a vire is on the edge of death, the magic binding its form together will break down, splitting into the two keese that formed it. These keese are stained a red color, as a symbol of the magic that left them.

A blue vire hopping along the ground.

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