Medium Undead (Shapechanger), Lawful Evil
Armor Class 14
Hit Points 102 (12d8 + 48)
Speed 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +7, WIS +6, CHA +7
Skills Perception +7, Stealth +9
Damage Immunities Necrotic
Senses Darkvision 120 ft., Passive Perception 18
Languages Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

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

While in mist form, Count Chocula 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 he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.

Misty Escape. When he drops to 0 hit points outside his resting place, Count Chocula 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 he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.

Regeneration. Count Chocula regains 20 hit points at the start of his turn if his has at least 1 hit point and isn’t in sunlight or running water. If Count Chocula takes radiant damage or damage from holy water, this trait doesn’t function at the start of Count Chocula’s next turn.

Vampire Weaknesses. Count Chocula has the following flaws:

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

Harmed by Running Water. Count Chocula 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 Count Chocula’s heart while he is incapacitated in his resting place, Count Chocula is paralyzed until the stake is removed.

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

Actions

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

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 3) bludgeoning damage. Instead of dealing damage, Count Chocula can grapple the target (escape DC 13).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Count Chocula, 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 Count Chocula 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 Count Chocula's control.

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

Each time Count Chocula or his’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.

Lair and Lair Actions

Count Chocula's Lair

Count Chocula's castle is a dark citadel deep in General Mills' Woods.

Regional Effect

The region surrounding Count Chocula’s lair is warped by his presence:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants near the castle are withered, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair are not black, but a rich chocolatey brown
  • A creeping fog clings to the ground within 500 feet of the lair. If a creature notably tastes or inhales it, it tastes lightly like chocolate milk, and the creature must make a DC 14 Wisdom saving throw. On a failed save, the creature is charmed by Count Chocula until it exits the fog.

Monster Tags: Shapechanger

Habitat: ForestUrban

realmsofendlessday

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