Medium Undead, Lawful Evil
Armor Class 18 Natural Armor
Hit Points 226 (22d10 + 108)
Speed 30 ft., Swim 30 ft. Unlike the legends, Suffocan and his brood are adapted to the ocean, and can move in it freely.
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +12, WIS +9, CHA +11
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

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

While in bat form, Suffocan can’t speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than its size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. They reverts to their true form if they die.

While in mist form, Suffocan can’t take any actions, speak, or manipulate objects. He 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 Suffocan fails a saving throw, he can choose to succeed instead.

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

While he has 0 hit points in mist form, he can’t revert to his vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire 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. Suffocan regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If Suffocan takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.

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

Vampire Weaknesses. Suffocan has the following flaws:

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

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

Sunlight Hypersensitivity. Suffocan takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

Archeon & Nirvana: Suffocan is in possesion of Archeon and Nirvana, gifted to him by the demon prince Orcus. The cursed blades give Suffocan additional abillities. Archeon & Nirvana have10 charges and regain 1d4+2 charges each day at dusk. 

Devour Souls

Whenever Suffocan uses Archeon & Nirvana to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by it can be restored to life only by a wish spell.

Whenever Archeon & Nirvana devour a soul in this way, they regain 1 charge.

Actions

Multiattack. Suffocan makes three attacks with either Archeon & Nirvana, Hidden Cannon, or makes an Unarmed Strike.

Archeon & Nirvana. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage.

Hidden Cannon(Archeon & Nirvana feature). Ranged Weapon Attack: +12 to hit, reach 60/120 ft., one creature. Hit: 12 (1d10 + 6) Piercing damage.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, suffocan can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (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 Suffocan 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 Suffocan's control.

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

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

Death Dive(Archeon & Nirvana feature): While holding the blades, as an action Suffocan can expend 2 charges to dash up to 30 feet in a straight line cutting through any creatures in your path. Each creature in a 5 foot wide 30 foot long line must make a DC 15 dexterity saving throw or take 4d6 slashing damage. If you hit at least one creature, you may expend 2 more charges to do an additional Death dive, in addition you may spend 1 charge to do a Hell Slam attack on one target hit by Death Dive.

Hell Slam(Archeon & Nirvana feature): While holding the blades, as an action Suffocan expends 1 charge to teleport up to 30 feet to a target he can see. They appear 5 feet above the target, or directly behind them if there is no space above them, and makes one attack with Archeon & Nirvana with advantage. If the attack hits the target is knocked prone.

 

 

Reactions

Sink Into Darkness(Archeon & Nirvana feature): Once a day when Suffocan is hit with an attack, he can use his reaction to teleport up to 20 feet away, causing the attack to miss. Afterwards he may immediately spend 2 charges to use his Death Dive ability as part of the same reaction.

Legendary Actions

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

Move. Suffocan moves up to his speed without provoking opportunity attacks.

Melee Attack. Suffocan makes one attack with either Archeon & Nirvana or an unarmed strike.

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

Death Dive(Costs 3 actions). Suffocan uses his Death Dive Ability consuming no charges

Lair and Lair Actions

 

The Pale Prow
The Pale Prow is a ghost ship gifted to the  Sea Prince from the demon prince Orcus. The ship cannot be destroyed while Suffocan lives, his coffin lies chained in the heart of the Pale Prow.

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, wolves, and sharks 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 sea within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

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

Monster Tags: Shapechanger

Habitat: Urban

tylermonkey007

Comments

Posts Quoted:
Reply
Clear All Quotes