Medium Undead (Shapechanger), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 122 (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 Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Draconic
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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

While in bat form, Anya can’t speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. Her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with her, but nothing she is carrying does. she reverts to her true form if she dies.

While in mist form, the Enchantress can’t take any actions, speak, or manipulate objects. She 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 she can’t pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all nonmagical damage, except the damage she takes from sunlight.

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

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

Regeneration. The Enchantress regains 10 hit points at the start of her turn if she has at least 1 hit point and isn’t in sunlight or running water. If she takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

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

Vampire Weaknesses. Anya has the following flaws, just like any vampire:

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

Harmed by Running Water. Anya 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 her heart while she is incapacitated in her resting place, Anya is paralyzed until the stake is removed.

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

Spellcasting. The Enchantress is a 14th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Anya can cast Command and bestow curse at will and has the following wizard spells prepared:

Cantrips (at will): Toll the DeadMinor IllusionMind Sliver, Sapping Sting

1st level (4 slots): Inflict Wounds, Bane, False Life, Hex

2nd level (3 slots): Blindness/Deafness, Mirror Image, Suggestion

3rd level (3 slots): Counterspell, Major Image, Vampiric Touch

4th level (3 slots): Confusion, Phantasmal Killer, Shadow of Moil

5th level (3 slots): Negative Energy Flood, Mislead, Dominate Person

6th level (1 slot): Mass Suggestion

7th level (1 slot): Tether Essence

Actions

Multiattack. (Vampire Form Only). Anya 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, Anya 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 Anya, 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 Enchantress 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 Anya's control.

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

Each time Anya or her 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 Anya is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Siphoning Hex. Anya can place a hex on a creature within her line of sight, siphoning magical energy from them and gaining temporary spell slots for herself. The target makes a DC 14 Constitution saving throw, on a failure, the creature is hexed. Whenever a hexed creature uses a spell slot of 4th level or higher, Anya siphons a portion of the magical energy to replenish a spell slot of her own equal to half the level of the spell cast.

Spell Thief's Resilience. Anya's connection to magic allows her to absorb and repurpose incoming spells. When Anya is targeted by a spell attack or fails a saving throw against a spell, she can use her reaction to absorb the spell. She gains temporary hit points equal to the spell's level plus her spellcasting ability modifier. If the spell was of 3rd level or lower, Anya can also cast it as a bonus action on her next turn, expending a spell slot of the same level or higher. This also drops the temporary hit points she had remaining.

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.

Move. Anya moves up to its speed without provoking opportunity attacks.

Unarmed Strike. Anya makes one unarmed strike.

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

Forbidden Incantations (costs 3 actions). Anya taps into forbidden knowledge and unleashes a devastating incantation. She can cast 1 spell of her own creation without material components: Enthralling Whispers, Visage of the Abyss, or Grasp of the Grave. 

Lair and Lair Actions

 

Monster Tags: Shapechanger

Habitat: GrasslandUrban

Maverick_7

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