Medium Undead, Neutral Evil
Armor Class 18 Natural armor
Hit Points 217 (23d8 + 115)
Speed 30 ft., Fly 60 ft.
STR
18 (+4)
DEX
20 (+5)
CON
20 (+5)
INT
18 (+4)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws DEX +11, CON +11, WIS +9, CHA +12
Skills Deception +12, Insight +9, Perception +9, Stealth +11
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Abyssal, Common
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. Arabella can use her action to polymorph into a Tiny bat or Medium cloud of mist, or back into her true form. Her statistics, other than her size and speed, are the same in each form. Any equipment she is wearing or carrying isn't transformed.

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

Regeneration. Arabella regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If she takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.

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

Vampire Weaknesses. Arabella has the following flaws:

  • She can't enter a residence without an invitation from one of the occupants.
  • She 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). Arabella can use her Charm, then makes two attacks: one with her bite and one with her claws.

Bite (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by her, incapacitated, or restrained. Hit: 13 (2d6 + 4) piercing damage plus 17 (5d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Arabella 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.

Claws (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 5) slashing damage. Instead of dealing damage, Arabella can grapple the target (escape DC 18).

Legendary Actions

Arabella 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. Seraphina regains spent legendary actions at the start of her turn.

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

Bite (Costs 2 Actions). Arabella makes a bite attack.

Charm (Costs 2 Actions). Arabella uses her Charm.

Misty Escape (Costs 3 Actions). Arabella turns into a cloud of mist, or back into her vampire form if she was already mist form. While in mist form, she is immune to all nonmagical damage, and can't be grappled, petrified, knocked prone, or restrained. She has a flying speed of 20 feet, can hover, and can pass through any space that isn't airtight. She can't attack or cast spells in this form. If she ends her turn in a space without enough air to form mist, she falls to the ground and reverts to her vampire form.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A mesmerizing presence in any setting, Arabella Darkthorne embodies an otherworldly allure and an exquisite beauty that seems almost unreal. Her disguise as a beguiling and captivating figure hides a darker secret beneath the facade—a vampiric essence veiled by her entrancing appearance.

Her long, raven black curls cascade in graceful waves, framing her delicate features like a midnight veil. Bright green eyes, almost luminescent, hold an enigmatic glint that seems to peer into the depths of one's soul, captivating and unnerving in equal measure.

Arabella's unblemished skin, as smooth as porcelain, carries a snow-white hue, accentuating her doll-like countenance. Perfectly symmetrical features—large, alluring eyes, a pert nose, and full, tempting lips—seem to have been crafted with divine precision, rendering her the epitome of ethereal beauty.

Cloaked in attire that hints at both sophistication and mystery, she moves with an effortless grace that draws attention wherever she goes. Her charm is a potent weapon, wielded with ease to bend the wills of those around her to her desires. Yet, concealed beneath this enchanting facade lies a ferocious and formidable creature, unmatched in her prowess when the tides of battle turn.

In combat, her refined elegance transforms into a whirlwind of lethal grace. Her movements become a deadly dance, a symphony of precision and power, revealing the true nature of her vampiric essence—a creature capable of unparalleled savagery when her rapture turns to fury.

Arabella Darkthorne—both alluring and dangerous, a bewitching companion whose beauty conceals the darkness that lurks beneath, a formidable ally to Nevron in their endeavors.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
1/25/2024 3:54:00 PM
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Coming Soon
AmoryCreations

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