Medium Undead (Shapechanger), Lawful Evil
Armor Class 20 (wraithveil plate)
Hit Points 144 (17d8 + 68)
Speed 30 ft., Fly 30 ft.
STR
24 (+7)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +10, WIS +8, CHA +10
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages Kestovian, Curin Bardhan, Sylvan, Undercommon
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

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

While in mist form, Camilla 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 it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all nonmagical damage, except the damage taken from sunlight.

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

Misty Escape. When Camilla drops to 0 hit points outside her resting place, she transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn’t in sunlight or running water. 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 her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points, she regains 1 hit point.

Regeneration. Camilla regains 20 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 Camilla takes radiant damage or damage from holy water, this trait doesn’t function at the start of her next turn.

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

Ghastly Shroud. Camilla's armor, the Wraithveil Plate maintains one charge while she wears it. If the charge remains, a field of magical darkness extends in a 10-foot radius from you. She is protected from sunlight. She can see through this darkness as if the area were brightly lit, but lacks the ability to distinguish color. Creatures with darkvision cannot see through this darkness. If she takes more than 20 points of radiant damage in one turn, the Wraithveil Plate loses its charge until the end of her next turn. Camilla can also choose to keep the plate from charging.

Vampire Weaknesses. Camilla 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 resting place, Camilla is paralyzed until the stake is removed.

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

Actions

Consume Soul. Using Soulgorger, Camilla rips the soul from a creature with 50 hit points or less within 30 feet of her. The creature dies instantly and cannot be resurrected by any means short of a Wish spell. Camilla can use this ability once a month, or until she deals 75 hit points of damage with Soulgorger.

Multiattack. (Vampire Form Only). Camilla makes two attacks, only one of which can be a bite attack.

Soulgorger. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 16(1d10 + 10) slashing damage. If the creature has already been damaged by Soulgorger, it takes an additional 11(2d10) necrotic damage.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 12 (1d8 + 7) bludgeoning damage. Instead of dealing damage, Camilla can grapple the target (escape DC 18).

Bite. (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Camilla, incapacitated, or restrained. Hit: 11 (1d6 + 7) 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 Camilla 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 Camilla's control.

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

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

Legendary Actions

Camilla can take 5 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. Camilla regains spent legendary actions at the start of her turn.

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

Unarmed Strike. Camilla makes one unarmed strike.

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

Soulgorger (Costs 2 Actions). Camilla either makes a weapon attack using Soulgorger, or uses its Consume Soul Feature.

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s 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 within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

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

Monster Tags: Shapechanger

Habitat: Urban

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