Legendary Resistance (4/Day). If Kannoth fails a saving throw, he can choose to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, Kannoth transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious.
While he has 0 hit points in mist form, he can choose to revert to his vampire form, still with 0 hit points, but will enter his mist form again when hit.
Regeneration. Kannoth regains 6d6 + 30 hit points at the start of his turn if he has at least 0 hit points and isn’t in sunlight or running water. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
Shapechanger. If Kannoth isn’t in sunlight or running water, he can use a bonus action to polymorph into a dire wolf, a giant bat, a medium cloud of mist, or back into his true form.
His mental statistics are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Kannoth can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 40 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 he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.
Spellcasting. Kannoth is a 13th level spellcaster. His spellcasting ability is Intelligence (Spell save DC 20, +12 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): chill touch, encode thoughts, infestation, sapping sting, toll the dead
1st level (4 slots): cause fear, charm person, silvery barbs, fog cloud
2nd level (3 slots): alter self, immovable object, ray of enfeeblement
3rd level (3 slots): counterspell, summon undead, vampiric touch
4th level (3 slots): blight, dimension door, Mordenkainen's private sanctum
5th level (2 slots): dense macabre, negative energy flood
6th level (1 slot): disintegrate
7th level (1 slot): tether essence
Spider Climb. Kannoth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Supernatural Movement. Kannoth is able to use his bonus action to teleport up to 40 feet without provoking opportunity attack. In addition, when moving as usual, enemies using an opportunity attack have disadvantage when rolling to hit.
Vampire Weaknesses. Kannoth has the following flaws:
Forbiddance. He can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. He takes 20 acid damage if he ends his turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Kannoth's heart while he is incapacitated in his resting place, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. He takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Vampiric Immortality. Kannoth cannot be killed under normal means. His immortality extends beyond that of a normal vampire, being an archfey as well. When used on Kannoth, the magic item known as the Wildrose Watch (a silver pocket watch with a carving of a rose branch on its shell) will remove his immortality, but only if he is below 35 hit points at the time of its usage. This stripping of his immortatlity rapidly ages him, as his thousand years catch up with him.
Multiattack. (Vampire Form Only). Kannoth makes three attacks, only two of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage. Instead of dealing damage, Kannoth can grapple the target (escape DC 21).
Bite. (Giant Bat or Vampire Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled, incapacitated, or restrained. Hit: 11 (2d6 + 4) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Kannoth 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 or fey slain in this way and then buried in the ground rises the following night as a vampire spawn under Kannoth's control.
Charm. Kannoth targets one humanoid he can see within 30 feet of him. If the target can see Kannoth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by him. The charmed target regards Kannoth as a trusted friend to be heeded and protected. Although the target isn’t under his control, it takes his requests or actions in the most favorable way it can, and it is a willing target for his bite attack.
Each time Kannoth or the Kannoth's 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 Kannoth is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (2/Day). Kannoth magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, he can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Kannoth and obeying his spoken commands. The beasts remain for 1 hour, until Kannoth dies, or until he dismisses them as a bonus action.
Kannoth 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. Kannoth regains spent legendary actions at the start of its turn.
Move. Kannoth moves up to his walking speed without provoking opportunity attacks.
Spellcasting. Kannoth can cast one spell of 4th level or lower which would usually cost an action, expending a spell slot to do so.
Rush. Kannoth moves up to 10 feet and makes one unarmed strike attack.
Bite (Costs 2 Actions). Kannoth makes one bite attack.
Children of the Night (Costs 2 Actions). Kannoth uses his Children of the Night action.
Description
Kannoth was once an eladrin nobleman in a fey city called Cendriane, where the border between the Feywild and the Shadowfell was weak. When Cendriane was invaded by the Shadar-Kai, Kannoth sent his son to the Material plane using his last bit of power, and was subsequently captured while most of the city was slaughtered. After spending weeks in the Shadowfell in a prison cell, he managed to use the Shadar-Kai's own dark magic to turn himself into a vampire and escape back to his home. The destruction of his home caused the dark magic within him to swell into that of an unseelie archfey, but at the cost of his sanity. Now, he rules over his undead city, driven by the darkness within to believe that the only way to protect the Feywild is to conquer it with dark magic.
Lair and Lair Actions
Kannoth lives in a large, dark palace in his fortified city of Cendriane in the Feywild. It is guarded by many undead fey creatures, and when in the city he is at his most powerful.
On initiative count 20 (losing initiative ties), Kannoth takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Dozens of bats encircle Kannoth for one round, providing him with a +3 bonus to AC, doubling his healing on his turn in this round, and dealing 2d4 piercing damage to any creatures that enter a 5 foot range of him.
- The palace becomes fully silent for one round, as in the Silence spell.
- 1d6 + 2 zombies rise from the ground at points which Kannoth can see.
- All creatures in a 15 foot radius from a point that Kannoth can see must make a DC 18 Consitution saving throw or take 2d8 necrotic damage each; Kannoth heals the total amount of damage dealt.
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