Medium Undead, Any Alignment
Armor Class 13 (16 with Mage Armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
15 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +6, WIS +5
Skills Perception +5, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Draconic, Elvish
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. Apophisis is a 5th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). Apophisis has the following sorcerer spells prepared:

Cantrips (at will): ray of frost, chill touch, mage hand, prestidigitation

1st level (4 slots): charm person, detect magic, mage armor, shield

2nd level (3 slots): darkness, suggestion

3rd level (2 slots): counterspell, fly

Regeneration. Apophisis regains 10 hit points at the start of her turn if she has at least 1 hit point and isn’t in sunlight or running water. If Apophisis takes radiant damage or damage from holy water, this trait doesn’t function at the start of Apophisis’ next turn.

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

Vampire Weaknesses. Apophisis has the following flaws:

Forbiddance. Apophisis can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. Apophisis takes 20 acid damage when she ends her turn in running water.

Stake to the Heart. Apophisis is destroyed if a piercing weapon made of wood is driven into her heart while she is incapacitated in her resting place.

Sunlight Hypersensitivity. Apophisis takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Apophisis makes two attacks, one with her bite and one with her claws.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Apophisis can grapple the target (escape DC 13).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Apophisis, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Apophisis 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.

Description

This Homebrew Content is part of the Nerdarchy "Out of the Box" product.

Dreams in an Empty Night. Existing always in an endless night, Apophisis dreams of her child’s face. It burns within her mind and gives her a vibrance and intellect uncommon to the average spawn of a vampiric lord. Though her wits remain as they were in life, she hungers as all vampires do for the life they have lost.

Unnatural Nature. Her supernatural existence sets her apart from the world of mortals. She never casts a shadow, nor a reflection. More than anything, her vulnerabilities and current unnatural form reminds her of a hated existence instrumental in all of her misfortunes. To avoid anything that reminds her of this cursed existence, she travels in darkness and avoids reflective surfaces. Apophisis does not require air.

The Devouring Mother. After visiting the grave of her beloved child, those once pure feelings of sorrow bend towards a greedy longing to bear progeny once again. Her pure love is turned into a distorted obsession. As sure as the sun sets, Apophisis returns from her journey, with a stolen child in tow to sate her grief before it rages out of control. She does not attack or harm the child but is overly protective. But a vampire’s lair is a dangerous place for mortals to dwell, even one’s under that very same vampire’s protection. Throughout the years several of the children she has raised, now adults, have met untimely ends or joined the ranks of her master as they have aged into adulthood.

Forever Amongst the Dead. Like other vampire spawn, Apophisis hungers for blood. Although she has been allowed a higher level of autonomy than most of her kind, she still remains beholden to and under the control of her master. While she asked to be free early on in her immortal life she no longer requests that of herself but for her “children.” Those who have not escaped by the time they are adults have eventually been transformed into vampire spawn by the master. If so inclined this master could free any of its vampire spawn by sharing its own blood and transforming them from vampire spawn into true vampires. Apophisis’ master has yet to feel so inclined but that does not stop her from asking as frequently as she believes she can without angering her master. Apophisis and all of the vampire spawn would be free willed when the master dies.

Lair and Lair Actions

Every decade or so Apophisis makes a trek upon a funeral barge bound for her dead child’s grave. While she traverses both the realm of mortals and of shadow her barge is affected as though it is her permanent lair.

Lair Actions

On initiative count 20 (losing initiative ties), Apophisis takes a lair action to cause one of the following effects:

  • Apophisis creates fog as though she had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.
  • The barge lets out a long low gong sound. All creatures within 100 feet who can hear that are not undead must make a DC 13 Constitution saving throw, taking 10 (3d6) necrotic damage on a failed save and half as much damage on a successful one.

Regional Effects

The region surrounding Apophisis’ barge is warped by her unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants wilt within 500 feet of the boat. This effect lasts for the next 24 hours.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move and flit about as though alive.
  • A creeping fog clings to the ground and water within 500 feet of Apophisis’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
  • Anyone traversing the water within 500 feet of her lair feels things pull and snag on their watercraft, garments, and feet while they are in or near the water. While this does not impede their movement, it is disconcerting

If Apophisis is destroyed, these effects end after 2d6 days.

OutoftheBox

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