Medium Undead, Neutral Evil
Armor Class 20 (plate)
Hit Points 290 (30d10 + 140)
Speed 50 ft., fly 50 ft.
STR
18 (+4)
DEX
19 (+4)
CON
20 (+5)
INT
15 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws DEX +9, CON +10, CHA +9
Skills Perception +7, Stealth +9
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 18
Languages Abyssal, Celestial, Common, Draconic, Gnomish, Halfling, Infernal, Undercommon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. If Vladisak isn’t in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.

While in bat form, Vladisak can’t speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything he is wearing transforms with it, but nothing he is carrying does. He reverts to his true form if he dies.

While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It 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. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.

While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire regains 30 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

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

Vampire Weaknesses. The vampire has the following flaws:

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

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). The vampire makes four attacks, only one of which can be a bite attack.

Dancing Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (1d8 + 8) piercing damage.

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 13 (1d8 + 8) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 12 (1d6 + 8) 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.

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

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

Summoner. Vladisak can use his action to summon creatures from the Duat using the symbol Setesh. 

  1. 2 Hell Hounds
  2. 2 Deathlocks
  3. Giant Skeleton
Reactions

Parry and Counter. Vladisak adds 3 to his AC against one melee or ranged weapon attack that would hit him. To do so, he must be able to see the target. If the attack misses, he can make one melee attack against the attacker if it is within his reach.

Legendary Actions

 

 

Monster Tags: Shapechanger

Habitat: UnderdarkUrban

ksherrard011

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