Large Undead (Shapechanger), Lawful Evil
Armor Class 19 (natural armor)
Hit Points 184 (16d10 + 102)
Speed 40 ft.
STR
26 (+8)
DEX
20 (+5)
CON
22 (+6)
INT
16 (+3)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +14, CON +12, WIS +9
Skills Deception +7, Perception +13, Stealth +10
Damage Resistances Necrotic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened
Senses Blindsight 120 ft., Darkvision 120 ft., Passive Perception 23
Languages Common any other twop
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If the nekurat isn't in sunlight, it can use its action to polymorph in to a Medium humanoid or back into its true form. While in humanoid form, its statistics, are the same. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Blood Scent. The nekurat can automatically smell blood within the range of its blindsight. The nekurat can't use its blindsight while deafened and unable to smell.

Regeneration. The nekurat regains 20 hit points at the start of its turn if it has at least 1 hit point. During daylight hours the regeneration of the nekurat is reduced to 10 hit points.

Vampire Weaknesses. The vampire has the following flaws:

Blood Addiction. In the presence of the blood of its favorite type of prey the vampire has disadvantage on blood frenzy saving throws.

Garlic Aversion. The vampire has a strong aversion to the smell of garlic, it cannot use its blindsight when garlic is present within its blindsight range and if the vampire comes within 5 feet of a clove of garlic it is poisoned until it leaves the area.

Sunlight Hypersensitivity. While in sunlight, the vampire has disadvantage on attack rolls and ability checks.

Nether Bite. The bite of a nekurat is especially dangerous. When a creature suffers from a nekurat's bite attack it must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 14 (4d6) necrotic damage at the start of each of its turns. At the end of its turn the target can repeat the saving throw, ending the effect on itself on a success. If a non-evil humanoid dies from the necrotic damage, a shadow rises from the corpse in the next round.

Spellcasting. The nekurat is a 14th-level spellcaster. Its spellcasting ability is Intelligence (save DC 16, +8 to hit with spell attacks). The nekurat has the following wizard spells prepared:

Cantrips (at will) : chill touch, minor illusion

lst level (4 slots): detect magic, fog cloud

2nd level (3 slots): detect thoughts, gust of wind

3rd level (3 slots): animate dead, bestow curse

4th level (3 slots): blight, locate creature

5th level (2 slots): cloudkill, legend lore

6th level (1 slot): circle of death, create undead

7th level (1 slot): plane shift (Shadowfell only),symbol

Actions

Multiattack. The nekurat makes three melee attacks, only one of which can be a bite attack or it makes two melee attack and turn invisible before or after the attack.

Claws (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 18 Constitution saving throw or lose 7 (2d6) hit points at the start of each of its turns due to internal injuries. Each time the nekurat hits the wounded target with this attack, the damage dealt by the wound increases by 7 (2d6). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. Instead of dealing damage, the nekurat can grapple the target (escape DC 16).

Bite (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature that is grappled by the nekurat, incapacitated or restrained. Hit: 14 (1d10 + 8) piercing damage plus 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the nekurat regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Greater Invisibility. The nekurat magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the nekurat wears or carries is invisible with it.

Legendary Actions

The nekurat can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The nekurat regains spent legendary actions at the start of its turn.

Ethereal Stride. The nekurat moves up to its speed without provoking opportunity attacks. The nekurat can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its move inside an object.

Bite (Costs 2 Actions). The nekurat makes one bite attack.

Cast a Spell (Costs 2 Actions). The nekurat cast a spell from its list of Spellcasting feature, using a spell slot as normal.

Darkness (Costs 2 Actions). The nekurat casts darkness, no concentration requiered.

Fear the Night (Costs 2 Actions). The nekurat targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw. On a failure, when the creature is in dim light or darkness, it is frightened and can't regain hit points. The curse lasts until it is removed by the remove curse spell or similar magic.

Savage (Costs 3 Actions). The nekurat makes a claws attack against each creature within 10 feet of it.

Suffocating Darkness (Costs 3 Actions). The nekurat surrounds itself with magical darkness for 1 minute. The effect is identical to the darkness spell. The darkness emanates from the nekurat and moves with it. Any creature in the darkness suffocates, as if they are running out of breath (see p.183 of the Player's Handbook).

Description

Vampire

Contrary to popular belief, monsters are not all alike. Like people, individual members of the same species can each have their own unique traits, preferences and weaknesses. A good example of this is the many species of vampires, some very different from the others, and only connected by their mandatory diet: fresh blood. Vampires are often referred as of the lower or higher variant. There seem to be some disagreement in the academic world as to what makes a vampire belong to either category. Most scholar qualifies a vampire of higher ascendancy when they show the ability to shapechange into a humanoid, but other base their assumption on their intelligence and capacity to use magical abilities. Other deny entirely the aforementioned classifications and state that higher vampires are an entirely different species, immortal and human looking.

Blood Addiction

When a vampire loses control of itself because of its Blood Addiction weakness the vampire enters a state called blood frenzy. In order to control itself near a source of blood, the vampire must make a DC 15 Wisdom saving throw, on a failed save it loses control and enters blood frenzy. The blood frenzy ends when the vampire use its bite attack successfully and inflicts necrotic damage to a target, unless noted otherwise in its individual description. If a vampire's saving throw is successful or the effect ends for it, the vampire is immune to the blood frenzy for the next 24 hours. While under the blood frenzy the vampire gains the following:

  • The vampire shapeshifts back to its vampire form and cannot use its shapechanger feature until the frenzy ends.
  • The vampire has advantage on melee weapon attack rolls, but attack rolls against it have advantage until the frenzy ends.
  • The vampire cannot use its Innate Spellcasting or Spellcasting feature until the frenzy ends.
  • The vampire becomes immune to the charmed and frightened condition until the frenzy ends.

Katakan

"Great Mother, protect us from evil, from unclean devils and foul demons, and most of all from the clutches of katakans and nekurats...” — Fragment of a prayer

Higher Hybrid. If ekimmara embrace the feral side of vampires and bruxae their manipulative minds, katakans and their more dangerous kin, nekurats, are the frightening combination of both. Katakans are higher vampires, the most dangerous kind. They ally the strength and ferocity of their lesser kind and the intellect of their higher kin. Katakans are shapechangers as well, capable to pass for perfectly humans if they desire so, or to change into a monstrous hybrid of an enormous bat with long fangs and even longer talons.

Sofisticated Taste. Katakans on the hunt hide in the shadows, using their power of invisibility until they are ready to strike. Of all the vampire breeds katakans are the most selective when it comes to their prey. Katakans almost exclusively feed on one specific type of victim, depending on the vampire's own taste. Young and fair noblewomen, drunkards loaded on vodka, leprose's blood, all are very plausible delicacies for the vampire. A katakan will go to great lengths to fulfill its addiction, infiltrating mortal society and assuming a common identity or securing a haven close to its blood source.

Empowered by Darkness. Katakans are notably smarter and more powerful than ekimmaras. Their power only increases at night, and so an adventurer should take additional precautions if they hunt one at those late hours. Alternatively, the hunter should wait for daylight, so the katakan’s natural regeneration is impaired. When hunting a katakan it is imperative to remember one simple fact: you will not get the drop on him and it is very likely that you are already being stalked. Katakans are invulnerable to steel, regenerate quickly, and demonstrate acute hearing. They also demonstrate an exceptionnal sense of smelling, for they are able of identifying the blood of their favorite prey over great distances, much like sharks. However, for all their strengths, katakan have one very common weakness, garlic. They find its smell simply revolting and even feel sick in its close vicinity. Much of the popular beliefs that all vampires are allergic to garlic comes from stories involving katakan.

Unique Habits. To paint an average picture of a katakan's lair is a futile task, for there is as many types of lairs as there is of katakans. Few monsters show such a sense of individuality. They are loners by essence and will very seldomly associate with other vampires, unless they can be bribed with a constant blood source, or feel threaten by a foe they cannot overcome. Most katakans will not even entertain the idea, and such unlikely alliances are always short-lived.

Nekurat

Empowered by their proximity to the Shadowfell, these katakans wield terryfying magic over the dead and entropic energies, twisting and corrupting the land by their mere presence. Many rule small isolated hamlets and forgotten rural area, terrorising the local population to satisfy their bloodthurst. Much like the bruxae, the nekurat is a lord of the night, surrounding itself with a host of shadows and shadow demons. They are obscessed with their studies over the occult powers of necromancy. To satisfy their thurst for knowledge they will often maintain correspondence with creatures such as liches or other masters of the dark art.

Supernatural Smelling

Katakans are known for their ability to smell and track their favorite prey over great distances. Though not necessarily reflected in term of rules, it should be clear that they can detect preys from very far, potentially several miles away, depending on the conditions. This is especially true when it comes to the scent of blood. If you wish to confine the ability to a more defined set of rules we suggest replicating the effects of the locate creature spell. This ability should also be impeded by the katakan profound disgust for garlic's smell.

Lair and Lair Actions

A Nekurat's Lair

In the darkest corners of the earth, in crypts, catacombs and derelic castles ever-filled with darkness live the nekurats and their immortal host.

Regional Effects

The region containing a nekurat is tainted by the creature's presence, creating the following magical effects:

  • The sun never fully shines in the land. Even during the day the sky is dimmed by fog or storm clouds, or the light is strangely muted. The light is still bright but isn't considered sunlight for the purpose of effects and vulnerabilities, such a vampire's, tied to sunlight.
  • Crops, harvests and meat coming from this region aren't nutritious enough to feed properly a person, no matter how much is ingested. A character spending a number of days equal to 3 + his or her Constitution modifier (minimum 1) in the region automatically suffers one level of exhaustion. The hunger won't kill him, but will certainly leave him in a state of constant exhaustion.
  • Natives from the region are born with difformities, wrapped and twisted by the entropic energies that suffuse the land. We suggest using the mongrelfolk profile if you own the supplement Curse of Strahd.
  • The land is plagued by the undead. All matters of ghouls, shadows, skeletons and zombies will randomly raise from cemeteries, mass graves and other place with a strong connection to death.

When the nekurat is destroyed, all of these regional effects fade over 10 days.

Previous Versions

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Monster Tags: Shapechanger

Habitat: Urban

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