Medium Undead, Any Lawful Alignment
Armor Class 20 Natural armor
Hit Points 200 (16d12 + 96)
Speed 60 ft., Walk 40 ft.
STR
14 (+2)
DEX
20 (+5)
CON
22 (+6)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +10, CON +11, WIS +7, CHA +10
Skills Arcana +7, Perception +10, Stealth +7, Survival +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Blindsight 180, Darkvision 300ft of darkvision and echolocation., Passive Perception 18
Languages Abyssal, Common, Gnoll
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name.

Swarm. The Count Morelleus is composed of a swarm of bats that can occupy the same space as another creature. A creature in the swarm's space takes 21 (6d6) piercing damage at the start of its turn. The swarm can move through any opening large enough for a Tiny creature.

Evasion. When Count Morelleus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a successful save and half damage on a failed save.

Eternal Resurgence. If at least one bat from Count Morelleus original form remains alive, he can gradually regain his full power over time. After being reduced to zero hit points, Count Morelleus body reforms over the course of X days, where X is determined by the Dungeon Master, typically taking at least a week or more. During this time, he cannot take any actions, and the bats must remain undisturbed. If the bats are destroyed before this process is complete, Count Morelleus revival is halted, and he cannot use this ability again until he has fully regenerated.

Simulacrum of Bats (Revised Ability). When Count Vespertilio Nocturna's hit points drop to 1/3 of his maximum hit points or lower, he can create up to three smaller simulacra of himself, each resembling a swarm of bats. These simulacra have the following characteristics:

  • Hit Points: Each simulacrum has 100 hit points and is immune to necrotic and poison damage.
  • Speed: Each simulacrum has a flying speed of 60 feet.
  • Actions: 

    Each simulacrum can make two bite attack:

    • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 5) piercing damage.

    Spellcasting (Simulacrum Ability). When Count Morelleus simulacrum are separated into smaller swarms of bats, each individual simulacrum can cast spells up to 4th level from the wizard spell list. They have a spellcasting ability of Charisma (spell save DC 16, +8 to hit with spell attacks) and the following spell slots:

    • 4 cantrips (at will)
    • 4 slots of 1st level
    • 3 slots of 2nd level
    • 2 slots of 3rd level
    • 1 slot of 4th level
  • Duration: Each simulacrum lasts for 1 minute or until it is reduced to 0 hit points.
  • Limitation: Count Morelleus can create these simulacra only once per long rest.

Spellcasting.

The Count Morelleus is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, +8 to hit with spell attacks). It can cast the following spells without needing material components:

Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost 1st level (4 slots): Shield, Thunderwave 2nd level (3 slots): Misty Step, Ray of Enfeeblement, Darkness, Mirror Image 3rd level (3 slots): Counterspell, Vampiric Touch, Spirit Guardians (necrotic), Mislead 4th level (3 slots): Blight, Dimension Door, Shadow of Moil, Contagion 5th level (2 slots): Cone of Cold, Dominate Person, Geas, 6th level (1 slot): Chain Lightning, Circle of Death, Eyebite 7th level (1 slot): Finger of Death, Etherealness, Soul Cage, Reverse Gravity

Actions

Multiattack. Count Morelleus makes three attacks: two with its bite and one with its life-draining touch.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 5) piercing damage.

Life-Draining Touch. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (8d8) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or its 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.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name.

Reaction: Blood Drain. When an enemy creature hits Count Morelleus with a melee attack, Count Morelleus can use its reaction to make a Blood Drain attack against that creature.

Blood Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 5) piercing damage, and the target must make a DC 16 Constitution saving throw or take an additional 18 (4d8) necrotic damage. If the target fails the saving throw, Count Morelleus regains hit points equal to the necrotic damage dealt.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions).

The Count Morelleus 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 Count Morelleus regains spent legendary actions at the start of its turn.

  • Move. The Count Morelleus moves up to its speed without provoking opportunity attacks.
  • Bite (Costs 2 Actions). The Count Morelleus makes one bite attack.
  • Summon Bats (Costs 3 Actions). The Count Morelleus summons a swarm of bats to an unoccupied space within 60 feet of it. The swarm acts on the Count Morelleus's initiative and obeys its commands.

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Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Count of Morelleus

In the Old Country, the Morelleus family comes from a long line of Blood Knights that first appeared when the Great Blood Lord Asmodan made his claim to Shar. They have been trained in all battle skills and are renowned mage hunters.

They are opened vilebloods allowing non-pure bloods to join their Crimson Army.

This is Count Morelleus. Son of Lothair Morelleus.

Count Morelleus; Also know Eptesicus; Is not a single humanoid. It is a collection of bats that act as a single being. He controls the airways within the Old Country.

This CR 15 creatures acts a swarm/and spellcaster. Can you create a good enough stat-block to bring the Morelleus to fame?

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
9/24/2023 1:57:00 AM
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Coming Soon

Monster Tags: undead

JaronL

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