Large Undead, Neutral Evil
Armor Class 18 Hide Armor
Hit Points 243 (18d10)
Speed 40 ft., Climb 30 ft.
STR
22 (+6)
DEX
18 (+4)
CON
24 (+7)
INT
15 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +14, DEX +12, CON +15, WIS +12, CHA +12
Skills Intimidation +12, Perception +14, Survival +18
Damage Vulnerabilities Radiant
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Darkvision 120 ft, Truesight 15 ft, Passive Perception 24
Languages Abyssal, Common, Giant, Telepathy
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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

Magic Resistance. Vampire Koala Lord has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, the Vampire Koala Lord has disadvantage on attack rolls and ability checks.

Regeneration. The Vampire Koala Lord regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight. If the Vampire Koala Lord takes radiant damage or damage from holy water, this trait doesn’t function at the start of the Vampire Koala Lord’s next turn.

Actions

Multiattack. The Vampire Koala Lord makes three melee attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) piercing damage + 7 (2d6) necrotic damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Vampire Koala Lord can’t bite another target.

Claw. Melee Weapon Attack: +18 to hit, reach 10ft., one target. Hit: 28 (4d8 + 10) slashing damage.

Bonus Actions

Aggressive Leap. As a bonus action, the Vampire Koala Lord can leap from 15-ft  up to 30-ft towards a hostile creature to an empty space it can see without provoking opportunity attacks.

Reactions

Frightful Presence. A creature that succeeds in damaging the Vampire Koala Lord must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute as the Vampire Koala Lord takes a menacing stance towards the creature. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Vampire Koala Lord's Frightful Presence for the next 24 hours.

Legendary Actions

The Vampire Koala Lord can choose only 1 of the below options during its turn and can have only 1 Legendary Action active per round.

Vampire Koala Breath: The Vampire Koala Lord spews necrotic energy from its mouth towards its enemies in a 15-ft cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one.


Frightening
Gaze.
 The Vampire Koala Lord fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the  Vampire Koala Lord's Frightening Gaze for the next 24 hours.


Wrath of Nature
The Vampire Koala Lord can call out to the spirits of nature to rouse them against hostile creatures within 120 ft in a 60-ft cube area surrounding the point of a chosen creature for 1 minute. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated as below until the spell ends:

Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for enemies.

Trees. Each enemy within 10 ft of any tree in the cube at the start of their turn must succeed on a DC 18 Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines. Each enemy within the cube at the end of their turn must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a DC 15 Strength saving throw, ending the effect on itself on a success.

 

Description

A creature of legend lurks amidst the towering trees of its habitat. The Vampire Koala Lord, a creature of both charm and terror, commands the respect and fear of all who encounter it.

Imagine a koala, but larger, more muscular, and with a pair of elongated, razor-sharp canines. Its fur is a deep, velvety black, and its eyes glow with an eerie crimson light. Its movements are fluid and silent, a testament to its mastery of its surroundings.

The Vampire Koala Lord is a cunning predator, emerging from its leafy lair to stalks its prey with deadly precision, its keen senses guiding it through the landscape. Once it has located its quarry, it strikes with lightning speed, its powerful claws and fangs making quick work of its victim.

Despite its fearsome appearance, the Vampire Koala Lord is not a mindless beast. It possesses wisdom and cunning that rivals that of any human. It is said to be able to communicate with its fellow koalas through a series of grunts and clicks, and it is even rumored to have the ability to hypnotize its prey with its gaze.

The Vampire Koala Lord is a rare and elusive creature, rarely seen by mortal eyes. It aggressively protects its home and inhabitants, and those who dare to venture into its domain should do so with extreme caution.

Lair and Lair Actions

The Vampire Koala Lord's lair is a sanctuary within the trees, shrouded in an eerie silence and bathed in the dim light filtering through the dense canopy. The air is heavy with the sweet, cloying scent of tree oils, and the ground covered in a thick layer of fallen leaves and twigs. The lair itself is a hollowed-out tree trunk, its interior lined with soft fur and adorned with strange trinkets and trophies. The Vampire Koala Lord slumbers in the heart of this lair, suspended from the ceiling by its powerful claws, its eyes glowing with an otherworldly light.

Misty Thunder Escape.
When the Vampire Koala Lord drops to 0 hit points within 90-ft of a tree, the Vampire Koala Lord transforms into a cloud of mist and teleports to the nearest of the trees instead of falling unconscious (provided that it isn’t in sunlight). If it can’t transform, it is destroyed. Immediately after the Vampire Koala Lord disappears, a thunderous boom sounds, and each creature within 10 feet of the space the Vampire Koala Lord left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

Once in the tree, the Vampire Koala Lord regains 1 hit point and cannot use Misty Thunder Escape again for 24 hours.


Summon Vampire Koalas. Once per day as an action, the Vampire Koala Lord can summon 4 Vampire Koalas within 60-ft of its location to assist in fighting its enemies. The stats for each Vampire Koala are the same as the stats for Vampire Spawn.





Monster Tags: undead

Habitat: CoastalDesertForestHillMountain

Roizo