Medium Celestial (Shapechanger), Lawful Good
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
18 (+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Insight +7, Perception +7
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 60 ft., Passive Perception 17
Languages Celestial, Common
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. If the vampire isn't in darkness, it can use its action to polymorph into a Tiny owl or a Medium cloud of mist, or back into its true form.

While in owl form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 60 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 15 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 darkness and blood.

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in darkness. If it can’t transform, it is destroyed.

While it has 0 hit points in mist form, it can’t revert to its other forms, and it has 3 hours before it is destroyed. The vampire is saved if it regains at least 1 hit point.

Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in darkness. If the vampire takes necrotic damage from darkness or damage from exposure to blood, this trait doesn’t function at the start of the vampire’s next turn.

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

Celestial Pros & Cons. The vampire has the following traits:

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

Healed by Running Water. The vampire gains resistance to all non-magical damage until the end of its next turn if it ends its turn in running water.

Refusal of Violence. The vampire takes 20 acid damage if blood touches its bare skin, or it drinks some.

Sunlight Dependence. The vampire takes 20 necrotic damage when it starts its turn in darkness. While in darkness, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. (Vampire Form Only). The vampire takes two actions, only one of which can be a healing touch.

Unarmed Strike (Owl or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. If the vampire is in its owl form, this attack deals slashing damage instead of bludgeoning.

Healing Touch. (Mist or Vampire Form Only). The vampire targets one willing or incapacitated creature. That creature instantly regains 18 (4d6 + 4) hit points. If this ability gives the target more hit points than its maximum, the creature's hit point maximum increases to accommodate them. When the creature takes damage, its hit point maximum also goes down by a amount equal to the damage taken, until its hit point maximum is back to its natural number.

Children of the Stars (1/Day). The vampire magically calls 2d4 swarms of ravens or swarms of rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 giant owls 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.

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.

Freedom of Movement. The vampire moves up to its speed without provoking opportunity attacks.

Divine Fury. The vampire makes one unarmed strike.

Helping Hand (Costs 2 Actions). The vampire makes one healing touch.

Monster Tags: AngelShapechanger

Habitat: Urban

EvilPotatoChips

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