Spellcasting. Zakir is an 18th-level spellcaster. hIs spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Zakir has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, chill touch
1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant, Misty Step
2nd level (3 slots): Enlarge/Reduce, blur, Wither and Bloom, mirror image, Tasha's Mind Whip
3rd level (3 slots): animate dead, vampiric touch, blink
4th level (3 slots): blight,
5th level (3 slots): Negative Energy Flood, Mislead, Far Step
6th level (1 slot): disintegrate, globe of invulnerability, soul cage
7th level (1 slot): finger of death
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill
Shapechanger. If Zakir isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Tiny cloud of mist, or back into his true cat form.
While in bat form, Zakir can’t speak, his walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything he is wearing transforms with it, but nothing he is carrying does. He reverts to its true cat form if he dies.
While in mist form, Zakir can’t take any actions, speak, or manipulate objects. It 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 Zakir fails a saving throw, he can choose to succeed instead.
Unholy Command. Whilst riding his flesh golem, Kronk, Zakir can telepathically take control over his Kronk as an action, or command Kronk with a bonus action. If Zakir is taking control of Kronk he must make a Con save equal to the amount of damage taken or 10 (whichever is greater) if he takes damage, or he would lose control.
Misty Escape. When he drops to 0 hit points outside its resting place, Zakir 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 cat vampire form, and he must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its cat form. he 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. Zakir regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. Zakir can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Zakir has the following flaws:
Forbiddance. Zakir can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Zakir takes 20 acid damage if he ends his turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the Zakir’s heart while Zakir is incapacitated in his resting place, zakir is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Zakir takes 20 radiant damage when he starts its turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Multiattack. (Cat Form Only). Zakir makes two attacks, only one of which can be a bite attack.
Claws (Cat Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Zakir can grapple the target (escape DC 18).
Bite. (Bat or Cat 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 Zakir 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 Zakir’s control.
Charm. Zakir targets one humanoid he can see within 30 feet of it. If the target can see Zakir the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Zakir. The charmed target regards Zakir as a stray kitten to be adored and protected. Although the target isn’t under Zakir’s control, it takes Zakir's requests or actions in the most favorable way it can, and it is a willing target for Zakirs bite attack.
Each time Zakir or Zakir’s 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 the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). Zakir magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, Zakir can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Zakir and obeying its spoken commands. The beasts remain for 1 hour, until Zakir dies, or until Zakir dismisses them as a bonus action.
Zakir 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. Zakir moves up to its speed without provoking opportunity attacks.
Claws. Zakir makes one clawed attack.
Bite (Costs 2 Actions). Zakir makes one bite attack.
Lair and Lair Actions
Zakir’s Lair
Zakir chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its bed in an underground crypt or vault guarded by vampire spawn and Kronk or other loyal creatures of the night.
Regional Effects
The region surrounding a Zakir’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 cats 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.
- The sounds of cats fighting is constantly audible.
If Zakir is destroyed, these effects end after 2d6 days.
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