Medium Undead (Angel, Earth Genasi, Shapechanger), Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 130 (17d8 + 68)
Speed 60 ft., Climb 50 ft.
STR
16 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +11, WIS +6, CHA +5
Skills Perception +7, Stealth +9
Damage Vulnerabilities Acid, Radiant
Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Don't Blink: If the vampire angel is not in line of sight of a creature, it cannot move. However, the moment it is out of sight, it can move at incredible speeds.

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Stony Escape. When this creature is dropped to 0 HP, it retreats back into the stone from whence it came for a total of 20 turns. Then it returns at full health.

Regeneration. The vampire angel regains 5HP every turn that it is not injured.

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

 

Actions

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 vampire can grapple the target (escape DC 18).

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

 

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

Unarmed Strike. The vampire makes one unarmed strike.

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

Lair and Lair Actions

Markov Manor

Sorin's Manor is now a twisted mess of stone vampiric angels thanks to Nahiri's onslaught. 

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • The light within the manor is reduced so that normal visibility is only 5ft.
  • The terrain becomes difficult for any creature that has now spawned inside it.
  • One character must make a Dexterity Saving Throw. On a fail, that creature is rooted in place for three turns.

Monster Tags: Shapechanger

Habitat: Urban

WrensRun

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