Medium Undead, Lawful Evil
Armor Class 18 (studded leather)
Hit Points 111 (12d8 + 48)
Speed 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
22 (+6)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +8, WIS +6, CHA +8
Skills Perception +12, Stealth +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 22
Languages All
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Shapechanger. If the Vampire Assassin isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

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

While in mist form, the Vampire Assassin 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.

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

Misty Escape. When it drops to 0 hit points outside its resting place, the Vampire Assassin 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 vampiric form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampiric 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.

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

Assassinate. During its first turn, the Vampire Assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the Vampire Assassin scores against a surprised creature is a critical hit.

Evasion. If the Vampire Assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the Vampire Assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Sneak Attack. Once per turn, the Vampire Assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the Vampire Assassin doesn't have disadvantage on the attack roll.

Vampire Weaknesses. This breed of vampire has the following flaws:

Harmed by Running Water. The Vampire Assassin 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 Assassin’s heart while the Vampire Assassin is incapacitated in its resting place, the Vampire Assassin is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The Vampire Assassin 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. The Vampire Assassin has 2 Attacks per Attack Action.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the Vampire Assassin can grapple the target (escape DC 18).

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

Each time the Vampire Assassin or the Vampire Assassin'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 Assassin 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 (1/Day). The Vampire Assassin magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the Vampire Assassin and obeying its spoken commands. The beasts remain for 1 hour, until the Vampire Assassin dies, or until the Vampire Assassin dismisses them as a bonus action.

Legendary Actions

The Vampire Assassin 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 Vampire Assassin regains spent legendary actions at the start of its turn.

Move. The Vampire Assassin moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The Vampire Assassin makes one unarmed strike.

Deflect Missiles. The Vampire Assassin may reduce the damage of an income

Monster Tags: Shapechanger

Habitat: Urban

SreamCat

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