Incorporeal Movement. Anatol can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Regeneration. Anatol regains 10 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 Anatol takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
Multiattack. The katoche makes three bewildering strikes.
Bewildering Strike. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 17 (3d8 +4) psychic damage, and the target is affected as if by a confusion spell during its next turn.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature grappled by Anatol, incapacitated, or restrained. Hit: 6 (1d6 +3) 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 Anatol’s control.
Separate. When Anatol falls to 60 or fewer hit points, it splits into one living dream and one living nightmare. Each new creature has hit points equal to half the Anatol’s, rounded down.
Previous Versions
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5/26/2022 4:49:49 PM
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Coming Soon
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