Medium Undead (Warlock), Neutral Evil
Armor Class 16 Natural
Hit Points 112 (15d8 + 45)
Speed 30 ft., Fly 60 ft. Soucriant form only
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +6, CHA +8
Skills Deception +0, Insight +0, Perception +0, Stealth +0
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Stunned
Senses Darkvision 120 ft, Passive Perception 16
Languages Abyssal, Common, Infernal Abyssal, Common, Infernal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. Black Cloak's innate spellcasting ability is Charisma (spell save DC 15, +6 to hit with spell attacks)

 

  Spellcasting. The Black Cloak is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 16, +7 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): Firebolt, Infestation 
2x / day: Cause Fear, Hellish Rebuke, Ray of Enfeeblement

1x / day fireball, eyebite

 

Actions

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

Bite. (Soucouyant Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the soucouyant, incapacitated or restrained. (1d6+4) piercing damage plus 9 (3d6) necrotic damage.

Claws.(Soucouyant Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target.  (2d8+4) slashing damage.

Reactions

Hellish Rebuke Dex save of 15. 2d10 on failed save half is target succeeds

Legendary Actions

Black Cloak can take one legendary action, 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. Soucouyant regains spent legendary actions at the start of its turn.

Multiattack. Black Cloak makes two attacks.

Fiery Teleportation. The Black Cloak can teleport up to 15 feet to unoccupied spaces. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against its spell save DC or take 9 (2d6+3) fire damage.

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

Black Cloak is a soucriant, a type of shape-shifting Vampire associated from Godsbreath. They appear to be a reclusive older man often very unassuming, by day. At night he strips off his skin and lives it in a mortar pestle or a barrel kept in his home.  His true form is a fireball, that he uses to fly across the sky searching for victims.

Black Cloak suck people's blood from their arms, legs and soft parts while they sleep leaving blue-black marks on the body in the morning. If he draws too much blood, it is believed that the victim will either die and become a soucriant or perish entirely, leaving him to assume their skin. The soucriant practices black magic. Black Cloak trades their victims' blood for evil powers from Devils and Demons.

Magic Resistance. Black Cloak has advantage on saving throws against spells and other magical effects.

Soucriant Weaknesses. Black Cloak has the following flaws:

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

Salt.  If the soucouyant is enclosed in a circle of salt it becomes incapacitated.  Any weapon coated in salt deals the soucouyant crit damage.

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

Harming Its Skin. The soucouyant dies if its skin it destroyed.  It's skin has 25 hp and an AC of 10.

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.

Monster Tags: undead

Habitat: ForestSwampUrban

SeanMcintosh

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