Medium Undead (Bard, Shapechanger), Typically Chaotic Neutral
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws DEX +9, WIS +7, CHA +11
Skills Perception +7, Performance +11, Persuasion +11, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Truesight, Passive Perception 17
Languages Abyssal, Common, Elvish, Halfling
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. If Hayvinn isn’t in 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 form, she can’t speak, her walking speed is 5 feet, and she 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, Hayvinn 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. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage it takes from sunlight.

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

Misty Escape. When Hayvinn 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 it isn’t in 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 her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. It 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. Hayvinn regains 20 hit points at the start of its turn if she has at least 1 hit point and isn’t in sunlight. 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.

Spellcasting. Hayvinn is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +10 to hit with spell attacks). She has the following Bard spells prepared:

Cantrips (at will): mage handprestidigitation, vicious mockery

1st level (4 slots): comprehend languagesdisguise self, sleep

2nd level (3 slots): detect thoughts, silence, suggestion

3rd level (3 slots): bestow curse, dispel magicnondetection

4th level (3 slots): dimension doorgreater invisibilitypolymorph

5th level (1 slot): animate objectsscrying

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

Vampire Weaknesses. Hayvinn has the following flaws:

Forbiddance. She 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 Hayvinn’s heart while she is incapacitated in her resting place, she is paralyzed until the stake is removed.

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

Actions

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

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, the vampire 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 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

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

Each time Hayvinn or her 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 Hayvinn 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). Hayvinn magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Reactions

Cutting Words. Hayvinn can use her reaction to expend one of her uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. She can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Legendary Actions

Hayvinn can take 4 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. She regains spent legendary actions at the start of her turn.

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

Unarmed Strike. Hayvinn makes one unarmed strike.

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

Sigh (Cost 3 actions). All creatures within 60ft of Hayvinn must make a DC 19 Charmisa saving throw or become paralyzed and charmed
Each time Hayvinn or her 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 Hayvinn is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Description

As a bard Hayvinn has 6 uses of Bardic Inspiration (d8), which she recovers at the end of a long rest.

Lair and Lair Actions

Candy Shop

Hayvinn poses as a worker in the candy shop on the edge of town. She hides her coffin in an underground vault guarded by vampire spawn underneath the storage basement.

Hayvinn  encountered in her lair has a challenge rating of 17 (18,000 XP).

Lair Actions

On initiative count 20 (losing initiative ties), the Hayvinn can take a lair action to cause one of the following magical effects, but can’t use the same effect two rounds in a row:

  • The floor within a 100 ft of Hayvinn becomes taffy. Any Creature within must succeed on a DC 16 Strength saving throw or become restrained. As an action Creatures may make a Strength saving throw to pull themselves free. The ground is considered difficult terrain. The effect lasts until Hayvinn uses another lair action

  • Hayvinn's voice echoes from the walls. All creatures within 30 feet of the wall must make a DC 16 wisdom save, on a failure the creature begins a slow waltz for the duration. Creatures that can't be charmed are immune to this spell.

    A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.

  • The Hayvinn calls forth the spirit of a dead lover that met its end in the lair. This spirit has the statistics of a specter and lasts until the  Hayvinn uses another lair action. The specter appears in an unoccupied space within 30 feet of Hayvinn and obeys her commands.

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.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • The smell of sugar permeates within 500 feet of the Hayvinn's lair. 

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

Monster Tags: Shapechanger

Habitat: Urban

Xevon_Uzamaki

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