Large Undead, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 33 (3d10 + 15)
Speed 30 ft., Fly 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
4 (-3)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws DEX +6, WIS +3
Damage Resistances Necrotic
Senses Darkvision 120 ft., Passive Perception 17
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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

While in mist form, Bessie 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 it can’t pass through water. She has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight.

Legendary Resistance (3/Day). If Bessie fails a saving throw, she can choose to succeed instead.

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

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

Charge. If Bessie moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.

Vampire Weaknesses. Bessie has the following flaws:

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

Harmed by Running Water. Bessie takes 20 acid damage if she ends her turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into Bessie's heart while she is incapacitated , Bessie is paralyzed until the stake is removed.

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

Actions

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

Gore (Vampire Form Only). Melee Weapon Attack: +9 to hit, one creature. Hit: 7 (1d6 +4) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18), pinning it to the ground (prone).

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 Bessie 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 Bessie's control.

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

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

Legendary Actions

Bessie 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. Bessie regains spent legendary actions at the start of her turn.

Move. Bessie moves up to her speed without provoking opportunity attacks.

Unarmed Strike. Bessie makes a gore attack.

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

Monster Tags: Shapechanger

DandyHippogriff

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