Creature of the Night. This creature possesses inherently vampiric attacks and abilities. In its true form, it resists magic (25%) and appears as a pseudo-vampire (unaffected by the sun).
Specialized. The Arch Shifter is compatible with Wizard, Warlock, Sorcerer, and Cleric classes. It cannot cast thunder-based spells, invisibility spells, and can only learn at total of 4 offensive spells (any level). At 80 years old the Arch Shifter is 18th level in one of these classes. Multi-classing is not possible.
Shapechanger. It can use its action (or bonus action) to shape change into a Tiny will-o-wisp or back into its true form. This does not allow the creature to be subject to opportunity attacks.
While in will-o-wisp form, the Arch Shifter can't speak, its flying speed is 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.
Shadow Sphere. This sphere functions as an ability granting the user the effects of globe of invulnerability (excluding spells the Arch Shifter is susceptible to), shield ((+3) similar to the spell), invisibility, and water breathing. The shadow sphere also grants (+2) on all saves against breath weapons, harms hostile creatures inside the sphere at 2d6 necrotic damage/round, and resistance to radiant damage. Disabling the shadow sphere requires a successful 15th level shatter spell, the equivalent of 80 hit points of thunder damage, the Arch Shifter to become unconscious, or for the user to polymorph/shape change. The sphere suffers the effects of shatter and thunder damage in place of its user until it is destroyed or disabled. Range: Self (10ft radius), Duration: 10 rounds. This ability can be activated 4/day.
Regeneration. The Arch Shifter regains 5 hit points at the start of its turn if it has at least 1 hit point and isn't in running water. If the Arch Shifter is subjected to a successful shatter spell or thunder-based magical attacks, regeneration doesn't function at the start of the its next turn.
Flying. The Arch Shifter can fly in pseudo-vampire form (as per the abilities of the spell 3/day).
Arch Shifter Weaknesses. The Arch Shifter has the following flaws:
Thunder & Shatter. All abilities and resistances, excluding the Shadow Sphere, do not apply to thunder damage (spells or added effect) as well as the shatter spell.
Harmed by Running Water. The Arch Shifter 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 Arch Shifter's heart while the while it is incapacitated or unconscious, the creature is paralyzed until the stake is removed. Additionally, the Arch Shifter will not gain the effects of a long rest upon the stake's removal.
Polymorph. The Arch Shifter suffers 20 psychic damage when it is unwillingly polymorphed. It must roll against paralysis, finding itself confused and unable to cast spells or use additional abilities its next turn.
Multiattack. The Arch Shifter makes two melee attacks.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (2d12 + 6) bludgeoning damage. Any targeted creature must roll a saving throw versus paralysis the first time it is struck. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Dual Wield. Melee Weapon Attack: +4 to hit, reach 5ft. Each dagger is covered in a random poison, successfully hit creatures save versus poison. Hit: 3d8 +10 piercing damage.
Charm. The Arch Shifter targets one humanoid it can see within 25 feet of it. If the target can see the Arch Shifter, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the Shifter. The charmed target regards the Shifter as a trusted friend to be heeded and protected. Although the target isn't under the Shifter's control, it takes his or her requests or actions in the most favorable way it can, and it is a willing target for the vampire's enemies' attacks
Falling. Use fly when beginning to fall. Roll against dexterity.
Spellcaster. Upon witnessing a hostile creature begin spell casting, the Arch Shifter will summon the shadow sphere (see special traits).
Summon Imps. The Arch Shifter calls forth (d6 +2) imps. Each imp appears invisibly and can attack on either the summoner's or opponents' turn. Upon a successful summoning, roll against constitution, all imps and the Arch Shifter are under the effects of Rary's Telepathic Bond with a range of 100 ft.
Bite. (two actions) Melee Weapon Attack: +9 to hit, reach 5ft., one willing creature, or a creature that is grappled by the Arch Shifter, Incapacitated, or Restrained. Hit: 8 (2d6) piercing damage plus 10 (3d6) necrotic damage.The target's hit point maximum is reduced by an amount equal to the necrotic damage, and the Arch Shifter regains hit point equal to that amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit points to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the Arch Shifter's control. If the humanoid is of the Cleric, Sorceror, Warlock, or Wizard class and is level 17+, the target will be raised as a vampire aslo under the Arch Shifter's command.
Arcane Escape. (2 actions) The Arch Shifter, as an ability, uses sunburst inflicting 12d6 radiant damage in a 60 ft. radius (see 8th level sunburst spell) to target the largest opposing group. On a failed saving throw, the creature(s) suffer(s) blindness for one round before making saves on its constitution. Blinded creatures will remain blinded until making a successful saving throw on their constitution. The sunburst's effects exclude non-hostile creatures.
As soon as the sunburst ability is activated, the Arch Shifter uses gate (see 9th level gate spell) underneath its feet or on the nearest surface in order to exit via the astral plane. The Arch Shifter can only gate to the astral plane, ethereal plane, or back to its original plane.
Description
The Arch Shifter is a breath-taking, if not blindingly sinister, undead creature with a ghostly pallor and indomitable mind. Many of these creatures are greedy and utilize their own abilities to assert themselves near the top of the monster hierarchy. Their bloodline is loosely demonically entwined; therefore, among the children of the night, they are differentiated from other vampires. For a chosen few, Arch Shifters are treated as an aristocratic class of vampire; most children of the night respect the Arch Shifters of their region. However, in other regions, they are seen as impure due to their lineage and ability to battle under the sun without consequence. Similar to vampires, Arch Shifters must have a resting place, but they are still susceptible to certain attacks regardless of their proximity to it. They must feed at least once a day or suffer exhaustion.
Lair and Lair Actions
An Arch Shifter's Lair
An Arch Shifter chooses an exquisitely grand yet defensible location for its lair, such as a castle, fortified manor, underground fortress, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn and imps or other loyal creatures of the night.
Regional Effects
The region surrounding an Arch Shifter's lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 800 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 600 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 1,000 feet of the Arch Shifter's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the Arch Shifter is destroyed, these effects end after 2d6 days.
Comments