Medium Undead (Shapechanger), Chaotic Neutral
Armor Class 21 (natural armor)
Hit Points 270 (20d12 + 140)
Speed 45 ft.
STR
26 (+8)
DEX
19 (+4)
CON
24 (+7)
INT
14 (+2)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +14, DEX +10, CON +13, WIS +8
Skills Acrobatics +10, Athletics +20, Perception +8, Stealth +10
Damage Resistances Bludgeoning, Necrotic, Piercing, Slashing
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned, Unconscious
Senses Darkvision 120 ft., Passive Perception 18
Languages Abyssal, Celestial, Common, Infernal, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

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

Charging Strike. If Cassian moves at least 10 feet in a straight line before making a melee attack, that creature takes an additional 14 (4d6) damage on that attack. 

Blood Fury. Cassian has advantage on melee attack rolls against any creature that doesn't have all its hit points, and his melee attacks deal an additional 4 damage (factored into his attacks).

Brutal Critical. Cassian deals 3x damage whenever he scores a critical hit. 

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

While in animal form, Cassian can’t speak and his size changes to that of the animal, and he gains temporary hit points equal to the normal hit points for that animal. His statistics are otherwise unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. Cassian reverts back to his true form when he loses those temporary hit points. 

While in mist form, Cassian can’t take any actions, speak, or manipulate objects. He is weightless, gains a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. Any creature that starts its turn in his space must make a DC 22 Constitution saving throw or take 18 (5d6) necrotic damage and have its hit point maximum reduced by the same amount. On a success, the creature takes half as much damage, and its hit point maximum is not reduced. Regardless, Cassian regains hit points equal to the necrotic damage dealt.

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 damage except radiant, which it is vulnerable to. 

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

While Cassian has 0 hit points in mist form, he can’t revert to his vampire form and must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form and is paralyzed for 1 hour or 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. Cassian regains 30 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight and hasn't taken radiant damage or damage from holy water during the last round. 

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

Vampire Weaknesses. Cassian has the following flaws:

Forbiddance. Cassian 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 his heart while he is incapacitated in his resting place, Cassian is paralyzed until the stake is removed.

Sunlight Sensitivity. While in sunlight, Cassian has disadvantage on attack rolls and ability checks and cannot regain hit points. 

Special Equipment. Cassian wields Blackrazor. This affords him the following abilities: 

  • Devour Soul: Whenever a creature that is not undead is reduced to 0 hit points with Blackrazor, it devours the creature's soul and gives Cassian temporary hit points equal to its hit point maximum. Cassian has advantage on attack rolls, ability checks, and saving throws while he has these temporary hit points. 
  • Soul Hunter: Cassian is aware of any Tiny or larger creature within 60 feet of him that aren’t constructs or undead. 
  • Spellcasting: Cassian can cast haste on himself once per day and doesn't need to maintain concentration. 
Actions

Multiattack. Cassian makes two attacks, only one of which can be a bite attack.

Blackrazor (Vampire Form Only). Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: 22 (2d6+15) slashing damage.

Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 17 (1d10 + 12) slashing damage. On a hit, the target is also restrained (escape DC 28).

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled, incapacitated, or restrained. Hit: 15 (1d6 + 12) piercing damage plus 18 (5d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Cassian 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 Cassian’s control.

Compel. Cassian targets one humanoid he can see within 30 feet of him. If the target can see Cassian, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by him. The charmed target regards Cassian as a trusted friend to be heeded and protected and follows his orders to the letter. 

The effect lasts 24 hours or until the issued command is fulfilled, after which the memory of any events that transpired while the target was charmed are suppressed. If Cassian is destroyed, the effect ends early, and all memories that were suppressed are restored.

Reactions

Retribution Strike. After being hit by a melee attack, Cassian can make an attack against the creature that hit him. 

Legendary Actions

Cassian 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. He regains spent legendary actions at the start of his turn.

Move. Cassian moves up to his speed without provoking opportunity attacks. 

Attack. Cassian makes one melee attack.

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

Path to the Grave (Costs 3 Actions). Cassian marks one creature within 30 feet of him for death. Until the end of his next turn, that creature has vulnerability to all damage he deals. 

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

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.
  • 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.

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

Monster Tags: Shapechanger

Habitat: Urban

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