Medium Undead (Shapechanger), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
20 (+5)
INT
12 (+1)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +9, WIS +9, CHA +6
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 19
Languages the languages it knew in life
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Shapechanger. If the arcanaphage vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, the arcanaphage vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 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 arcanaphage vampire can’t take any actions, speak, or manipulate objects. It 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 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 sunlight.

Legendary Resistance (3/Day). If the arcanaphage 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 arcanaphage vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.

While it has 0 hit points in mist form, it can’t revert to its arcanaphage vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its arcanaphage vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

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

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

Vampire Weaknesses. The arcanaphage vampire has the following flaws:

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

Harmed by Running Water. The arcanaphage vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the arcanaphage vampire’s heart while the arcanaphage vampire is incapacitated in its resting place, the arcanaphage vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The arcanaphage vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

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

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the arcanaphage vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the arcanaphage vampire, 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 the arcanaphage 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 the arcanaphage vampire’s control.

 

Children of the Night (2/Day). The arcanaphage vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the arcanaphage vampire and obeying its spoken commands. The beasts remain for 1 hour, until the arcanphage vampire dies, or until the arcanaphage vampire dismisses them as a bonus action.

 

Energy Siphon (Recharge 4 - 6). The arcanaphage vampire siphons spell slots from a creature it can see within 300ft of it. The target creature loses a spell slot of the lowest spell level it has available. The arnaphage vampire gains xd10 hitpoints where x is the level of the spellslot is siphoned. 

 

Vanguards of the damned (1/day).  While out of sunlight the arcanaphage vampire can reanimate up to 6 corpses or skeletons within 100ft of himself. They can either be skeletons or zombies and are under his control during their turn. 

 

Blood Disgorge (Recharge 4–6). The arcanaphage vampire vomits blood in a 15-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 36 (8d8) necrotic damage, and it can’t regain hit points for 1 minute. On a successful save, the creature takes half as much damage with no additional effects.

Legendary Actions

The arcanaphage 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.

Move. The arcanaphage vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The arcanaphage vampire makes one unarmed strike.

Bite (Costs 2 Actions). The arcanaphage vampire makes one bite attack.

Energy Siphon (Costs 3 actions). The arcanaphage vampire uses Energy Siphon, recharge rules still apply. 

Monster Tags: Shapechanger

Habitat: Urban

mrgeners

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