Medium Undead, Neutral Evil
Armor Class 14 Natural Armor
Hit Points 49 (9d8 + 9)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
15 (+2)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws DEX +5, INT +5, WIS +4
Skills Arcana +5, History +5, Perception +4, Stealth +5
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision, Passive Perception 14
Languages the languages it knew in life
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Regeneration. Captain Catacomb regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If Captain Catacomb takes radiant damage or damage from holy water, this trait doesn't function at the start of the Captain Catacomb's next turn.

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

Vampire Weaknesses. Captain Catacomb has the following flaws: Forbiddance. Captain Catacomb can't enter a residence without an invitation from one of the occupants. Stake to the Heart. Captain Catacomb is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. Captain Catacomb takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Spellcasting. Captain Catacomb is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Captain Catacomb has the following wizard spells prepared: Cantrips (at will): chill touch, mage hand, dancing lights, prestidigitation 1st level (4 slots): false life, mage armor, fog cloud 2nd level (3 slots): darkness, misty step, ray of enfeeblement 3rd level (2 slots): animate dead, vampiric touch

Spellcasting. Captain Catacomb is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Captain Catacomb has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, dancing lights, prestidigitation 1st level (4 slots): false life, mage armor, fog cloud 2nd level (3 slots): darkness, misty step, ray of enfeeblement 3rd level (2 slots): animate dead, vampiric touch

 

Actions

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

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 2) 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 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.

Cutlass. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. Instead of dealing damage, Captain Catacomb can grapple the target (escape DC 13)

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Captain Catacomb 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. Captain Catacomb regains spent legendary actions at the start of its turn

Bite (2 actions). Captain Catacomb makes one bite attack

Move. Captain Catacomb moves up to its speed without provoking opportunity attacks.

Cutlass. Captain Catacomb makes one attack with his pirate cutlass.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Phelegethon

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