Beguiling Armor. The vacucimex adds its charisma modifier to its armor class whenever a humanoid attacks it.
Brute. A weapon deals one extra die of its damage when the vacucimex hits with it (included in the attack).
Telepathic Bond. The vacucimex ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
Torturer. The vacucimex lands critical hits when using a melee weapon on a 19 and 20, and if a creature has to make a saving throw on a condition inflicted by one of the vacucimex's melee weapons or by a skill used in 5 feet, they do so with disadvantage.
Shapechanger. The vacucimex can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the vacucimex loses its flying speed. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. The vacucimex can only polymorph into a specific race if it has consumed the blood of any humanoid of that race within the last month. If the vacucimex fails to consume any blood of any humanoid race, then it goes into a state of indefinite hunger and madness until it consumes the blood of a humanoid race.
Spellcasting. The vacucimex can cast the following spells (spell save DC 16), requiring no material components or concentration:
At will: friends (targeted creature must succeed on a DC 16 Wisdom saving throw or not remember they were befriended), charm person (targeted creature must succeed on a DC 16 Wisdom saving throw or not remember they were charmed).
3 times/day each: bane, darkness, invisibility, lesser restoration, thunderous smite.
1 time/day each: counterspell, cloud of daggers, shadow of moil.
Multiattack. The vacucimex makes three melee attacks or two ranged attacks.
Charm. One humanoid the vacucimex can see within 30 feet of it must succeed on a DC 16 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the vacucimex's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this vacucimex's Charm for the next 24 hours.
The vacucimex can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The vacucimex kisses a creature charmed by it or a willing creature. The target must make a DC 16 Constitution saving throw against this magic, taking 49 (8d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Heavy Crossbow. Ranged Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (3d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Bloodsuck (Recharge 5–6). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw or take 42 (12d6) necrotic damage (the target takes no damage on a successful save). This vacucimex gains hit points equal to the necrotic damage dealt. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness. The vacucimex magically enters the Ethereal Plane from the Material Plane, or vice versa.
Vacucimex poison. As a bonus action to making a weapon attack, the vacucimex can coat the attack in a lethal poison. The targeted creature must succeed on a DC 15 Constitution saving throw or take 21 (6d6) poison damage and become poisoned for 1 minute. While poisoned in this way the creature is also blinded and deafened, and also suffers from a form of madness. Once the duration of the poison ends, the creature must repeat the saving throw. On a failed save, the creature permanently has disadvantage on perception checks that rely on sight or hearing, and they loose any darkvision granted by racial abilities, and they suffer a from a form of madness. After a week, the creature permanently is blinded and deafened (Only a greater restoration spell or magic of similar caliber can cure this). On a successful save, creatures take half the damage and they don't become poisoned.
Parry. The vacucimex adds 3 to its AC against one melee attack that would hit it. To do so, the vacucimex must see the attacker and be wielding a melee weapon.
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