Medium Undead, Chaotic Neutral
Armor Class 16 Natural Armor
Hit Points 188 (17d10 + 95)
Speed 40 ft.
STR
19 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
13 (+1)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws DEX +9, CON +9
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages The languages it knew in life
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Shapechanger. If the vampire boneclaw isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the vampire boneclaw can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire boneclaw can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Legendary Resistance (3/Day). If the vampire boneclaw fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire boneclaw transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.

While it has 0 hit points in mist form, it can't revert to its vampire boneclaw form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire boneclaw form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire boneclaw regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire boneclaw takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb. The vampire boneclaw can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire boneclaw has the following flaws:

Forbiddance. The vampire boneclaw can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire boneclaw takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire boneclaw's heart while the vampire boneclaw is incapacitated in its resting place, the vampire boneclaw is paralyzed until the stake is removed.

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

Rejuvenation. While its master lives, a destroyed vampire boneclaw gains a new body in 1d10 hours, with all of its hitpoints. The new body appears within 1 mile of the vampire boneclaw's master.

Shadow Stealth. While in dim light or darkness, the vampire boneclaw can take the hide action as a bonus action.

Actions

Multiattack. (Vampire Boneclaw Form Only). The vampire boneclaw makes three attacks, only one of which can be a bite attack.

Piercing Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 28 (3d10 + 6) piercing damage. If the target is a creature, the vampire boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 16). The vampire boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.

Shadow Jump. If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 16 Constitution saving throw or take 36 (5d12 + 4) necrotic damage. The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.

Bite. (Bat or Vampire Boneclaw Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Charm. The vampire boneclaw targets one humanoid it can see within 30 feet of it. If the target can see the vampire boneclaw, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the vampire boneclaw. The charmed target regards the vampire boneclaw as a trusted friend to be heeded and protected. Although the target isn't under the vampire boneclaw's control, it takes the vampire boneclaw's requests or actions in the most favorable way it can, and it is a willing target for the vampire boneclaw's bite attack.

Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). The vampire magically calls 3d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Reactions

Deadly Reach. In response to a visible enemy moving into its reach, the vampire boneclaw makes one claw attack against that enemy. If the attack hits, the vampire boneclaw can make a second claw attack against the target.

Legendary Actions

The vampire boneclaw 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 vampire boneclaw regains spent legendary actions at the start of its turn.

Move. The vampire boneclaw moves up to its speed without provoking opportunity attacks.

Piercing Claw. The vampire boneclaw makes a piercing claw attack.

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

Previous Versions

Name Date Modified Views Adds Version Actions
9/3/2020 3:31:36 AM
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Monster Tags: undead

Habitat: ForestGrasslandHillMountainSwampUnderdarkUrban

nuke_dragon676

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