Medium unknown (Shapechanger), Lawful Neutral
Armor Class 16 (natural armor)
Hit Points 136 (10d8 + 100)
Speed 30 ft.
STR
22 (+6)
DEX
20 (+5)
CON
21 (+5)
INT
23 (+6)
WIS
28 (+9)
CHA
21 (+5)
Saving Throws DEX +9, WIS +13, CHA +9
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Planeswalk: When you drop to 0 hit points can make a Charisma saving throw with a DC equal to the damage taken. On a successful save, the character instead takes no damage and planeswalks away

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

Misty Escape. When sorin drops to 0 hit points outside his resting place, sorin 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. Sorin 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 sorin's next turn.

Actions

Unarmed Strike. Melee Weapon Attack: +9 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).

Charm. Sorin targets one humanoid it can see within 30 feet of him. If the target can see the him, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by him. 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.

Each time sorin or sorin'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). sorin magically calls 2d4 swarms of bats or rats swarm of bat, 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.

Sword of Life stealing. When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.

Legendary Actions

Sorin 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. Sorin regains spent legendary actions at the start of its turn.

Move. Sorin moves up to its speed without provoking opportunity attacks.

Unarmed Strike. Sorin makes one unarmed strike.

Bite.(Costs 2 Actions). Sorin makes one bite attack.

Lair and Lair Actions

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
9/26/2019 12:46:38 PM
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Coming Soon

Monster Tags: Shapechanger

Habitat: Urban

AtreyuBastion

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