Medium Undead (Firenewt), Lawful Evil
Armor Class 14
Hit Points 838 (148d8 + 24)
Speed 30 ft., 40ft in bear hybrid form. 5ft in bat form , Climb 30 ft. Bear or Hybrid form
STR
19 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws STR +13, DEX +13, CON +13, WIS +11, CHA +13
Skills Arcana +23, Athletics +23, Deception +23, Perception +21, Stealth +23
Damage Resistances Acid, Cold, Lightning, Necrotic
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 10ft, Darkvision 120 ft. Penetrates magical darkness, Passive Perception 12
Languages Deep Speech, Draconic, Ignan, Telepathy 120ft, Undercommon the languages it knew in life
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

 Shape changer. The Werebatdrakenewtbearlichithid can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Smell. The Werebatdrakenewtbearlichithid has advantage on Wisdom (Perception) checks that rely on smell.

 Magical Resistance. The Werebatdrakenewtbearlichithid has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics).
The Werebatdrakenewtbearlichithid innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells requiring no components.
Innate Spellcasting (Psionics). The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each; dominate monster, plane shift (self only)
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)

Spellcasting. The Werebatdrakenewtbearlichithid is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 11, +13 to hit with spell attacks). The alhoon has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, presti- digitation, shocking grasp
1st level (4 slots): detect magic, disguise self. magic missile, shield 2nd level (3 slots): invisibility, mirror image, scorching ray
3rd level (3 slots): counterspe/1,fly, lightning bolt
4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer
5th level (2 slots): modify memory, wall of force
6th level (1 slot): disintegrate, globe of invulnerability


Turn Resistance.
The Werebatdrakenewtbearlichithid has advantage on saving throws against any effect that turns undead

Amphibious. The Werebatdrakenewtbearlichithid can breathe air and water.
Innate Spellcasting. The Werebatdrakenewtbearlichithid‘s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.

Spellcasting. The Werebatdrakenewtbearlichithid is a 3rd-level spellcaster. Its spell- casting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It regains its expended spell slots when it fin- ishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand, pres- tidigitation
1st-2nd level (2 2nd-level slots): burning hands,jlaming sphere, hellish rebuke, scorching ray


lmix's Blessing.
When the Werebatdrakenewtbearlichithid reduces an enemy to Ohit points, the firenewt gains 5 temporary hit points.

Shapechanger. If the Werebatdrakenewtbearlichithid 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 Werebatdrakenewtbearlichithid 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 Werebatdrakenewtbearlichithid 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 Werebatdrakenewtbearlichithid fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 hit points outside its resting place, the  Werebatdrakenewtbearlichithid 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 Werebatdrakenewtbearlichithid regains 20 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 Werebatdrakenewtbearlichithid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The Werebatdrakenewtbearlichithid has the following flaws:

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

Harmed by Running Water. The Werebatdrakenewtbearlichithid 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 Werebatdrakenewtbearlichithid's heart while the vampire is incapacitated in its resting place, the Werebatdrakenewtbearlichithid is paralyzed until the stake is removed.

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

Actions

Multi attack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tentacles. Melee Weapon Attack: +13 to hit; reach 5 ft., one creature. Hit: 21 ,(3d10 + 4) psychic damage. Ifthe target is Large or smaller, it is grappled {escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain.
Melee Weapon Attack: +13 to hit, reach 5 ft. one incapacitated humanoid grappled by the lich. Hit: 55 (lOdlO) piercing.damage. Ifthis damage reduces the tar- get to Ohit points, the lich kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The lich magically emits psy- chic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 lntelJigence saving throw or take 27 (Sd8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each ofits turns, ending the effect on itself on a success.
tasmal killer

Acid Breath (Recharge 5-6). The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one

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

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) 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 21 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.

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

Legendary Actions

The lich gains the following legendary action options, which replace all of the lich's legendary actions.

Tentacles. The lich makes one attack with its tentades.

Extract Brain (Costs 2 Actions). The lich uses Extract Brain.

Mind Blast (Costs 3 Actions). The lich uses mind blast.

Cast Spell (Costs 1-3 Actions). The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs l legendary action

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

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

Unarmed Strike. The vampire makes one unarmed strike.

Bite.(Costs 2 Actions). The vampire makes one bite attack.

Monster Tags: Shapechangerundeadhumanoid

TheGreatBalor

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