Medium Undead, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 164 (16d10 + 64)
Speed 35 ft., Fly 20 ft.
STR
18 (+4)
DEX
13 (+1)
CON
15 (+2)
INT
20 (+5)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +6, INT +10, WIS +6
Skills Arcana +10, History +10, Insight +11, Perception +6, Persuasion +7, Stealth +11
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 16
Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal, Undercommon
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. If Elmeradi isn’t in running water or sunlight, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form.

While in bat Elmeradi can’t speak. In bat form, her walking speed is 5 feet, and her has a flying speed of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. She reverts to her true form if she dies.

While in mist form, Elmeradi can’t take any actions, speak, or manipulate objects. She 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 she can’t pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight.

Legendary Resistance (3/Day). If Elmeradi fails a saving throw, she can choose to succeed instead.

Misty Escape. When Elmeradi drops to 0 hit points outside her coffin, she transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn’t in running water or sunlight. If she can’t transform, she is destroyed.

While she has 0 hit points in mist form, she can’t revert to her vampire form, and she must reach his coffin within 2 hours or be destroyed. Once in her coffin, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, she regains 1 hit point.

Regeneration. Elmeradi regains 20 hit points at the start of her turn if she has at least 1 hit point and isn’t in running water or sunlight. If she takes radiant damage or damage from holy water, this trait doesn’t function at the start of her next turn.

Spellcasting. Elmeradi is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following spells prepared:

Cantrips (at will): eldritch blast, prestidigitation, Lightning Lure

1st level (4 slots):Absorb Elements, Cause Fear, hex,Magnify Gravity

2nd level (3 slots): See Invisibility

3rd level (3 slots): Counterspell, [Tooltip Not Found], nondetection, Lightning Bolt

4th level (3 slots): Gravity Sinkhole, greater invisibility, polymorph

5th level (1 slot): Dominate Person, Modify Memory

 
 

Gravity Well Whenever Elmeradi casts a spell on a creature, they must make a dc 18 strength check or me moved 5 ft. to a square Elmeradi chooses.

Rite of the Undead When Elmeradi reduces a target to 0 health points, she regains 1d6 health points.

 

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

Vampire Weaknesses. Elmeradi has the following flaws:

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

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

Stake to the Heart. If a piercing weapon made of wood is driven into her heart while she is incapacitated in her coffin, she is paralyzed until the stake is removed.

Sunlight Hypersensitivity. While in sunlight, Elmeradi takes 20 radiant damage at the start of her turn, and she has disadvantage on attack rolls and ability checks.

Actions

Multiattack. Elmeradi makes two attacks, only one of which can be a bite attack.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 9 (3d6) necrotic damage. If the target is a creature, Elmeradi can grapple it (escape DC 18) instead of dealing the slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Elmeradi, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 6 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Elmeradi regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Elmeradi’s control.

Charm. Elmeradi targets one humanoid she can see within 30 feet of her. If the target can see Elmeradi, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Elmeradi as a trusted friend to be heeded and protected. The target isn’t under Elmeradi’s control, but it takes Elmeradi’s requests and actions in the most favorable way and lets Elmeradi bite it.

Each time Elmeradi or his 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 Elmeradi is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Adjust Density As an action, Elmeradi can magically alter the weight of one object or creature she can see within 30 feet of her. The object or creature must be Huge or smaller. The target’s weight is halved or doubled for up to 1 minute or until her concentration ends.

- While halved, the creature’s speed increases by 10 ft., it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws.

- While doubled, the creature’s speed is reduced by 10 ft., and it has advantage on Strength checks and Strength saving throws.

Bonus Actions

Blood Maledict (2/day) Elmeradi can invoke a blood curse one one target within 30 feet as a bonus action. Elmeradi can choose to amplify the curse, losing 1d6 hit points.
Creatures that do not have blood in their bodies are immune to blood curses, unless Elmeradi has amplified the curse. any marked creature can be tracked by Elmeradi at all times and at any distance as long as they are on the same plane of existence as Elmeradi.

Blood Curse of the Marked

  • Until the end of her turn, whenever she deals rite damage to a target, she rolls an additional 1d6 lightning damage.
  • Amplify. The next attack roll she makes against the marked target before the end of her turn has advantage.

Blood Curse of the Eyeless

  • When a creature Elmeradi can see within 30 feet of her makes an attack roll, she can use her reaction to roll one 1d6 and subtract the number rolled from the creature’s attack roll. The creature is immune if it is immune to blindness.
  • Amplify. Elmeradi applies this curse to all of the creature’s attack rolls until the end of the turn. She rolls a new 1d6 for each affected attack.
Reactions

Violent attraction (3/ day) When another creature that Elmeradi can see within 60 feet of her hits with a weapon attack, she can use her reaction to increase the attack’s velocity, causing the attack’s target to take an extra 1d10 damage of the weapon’s type.

Alternatively, if a creature within 60 feet of her takes damage from a fall, she can use her reaction to increase the fall’s damage by 2d10.

Legendary Actions

Elmeradi 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. Elmeradi regains spent legendary actions at the start of her turn.

Move. Elmeradi moves up to her speed without provoking opportunity attacks.

Unarmed Strike. Elmeradi makes one unarmed strike.

Bite (Costs 2 Actions). Elmeradi makes one bite attack.

Monster Tags: Shapechanger

Insanius_Rex

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