Medium Undead (Shapechanger), Lawful Evil
Armor Class 22 (natural armor)
Hit Points 162 (25d8 + 50)
Speed 50 ft.
STR
18 (+4)
DEX
24 (+7)
CON
18 (+4)
INT
14 (+2)
WIS
21 (+5)
CHA
18 (+4)
Saving Throws DEX +13, WIS +11, CHA +10
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Gear bracers of defense +2, ring of protection +1
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If C'nosretep isn’t in sunlight or running water, he can use his action to polymorph into a Tiny bat or a Medium cloud of mist, or back into his true form.

While in bat form, C'nosretep can’t speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if it dies.

While in mist form, C'nosretep can’t take any actions, speak, or manipulate objects. He 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. He has advantage on Strength, Dexterity, and Constitution saving throws, and is immune to all nonmagical damage, except the damage he takes from sunlight.

Legendary Resistance (3/Day). If C'nosretep fails a saving throw, he can choose to succeed instead.

Misty Escape. When he drops to 0 hit points outside his resting place, C'nosretep transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in sunlight or running water. If he can’t transform, he is destroyed.

While he has 0 hit points in mist form, it can’t revert to its vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. C'nosretepis then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.

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

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

Evasion. If C'nosretep is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if it fails. He can’t use this trait if it's incapacitated.

Magic Unarmed Strikes. C'nosretep's unarmed strikes are magical.

Unarmored Defense. While C'nosretep is wearing no armor and wielding no shield, his AC includes his Wisdom modifier

Vampire Weaknesses. C'nosretep has the following flaws:

Forbiddance. C'nosretep can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. C'nosretep takes 20 acid damage if he ends his turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into C'nosretep’s heart while he is incapacitated in a resting place, C'nosretep is paralyzed until the stake is removed.

Sunlight Hypersensitivity. C'nosretep takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.

Actions

Multiattack. (Vampire Form Only). C'nosretep makes three 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 target. Hit: 12 (1d10 + 7) bludgeoning damage. Instead of dealing damage, C'nosretep can grapple the target (escape DC 19).  If the target is a creature, C'nosretep can choose one of the following additional effects:

  • The target must succeed on a DC 19 Strength saving throw or drop one item it is holding (C'nosretep's choice).
  • The target must succeed on a DC 19 Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC 19 Constitution saving throw or be stunned until the end of C'nosretep's next turn
  • Touch of Life and Death (Recharge 6) The target must make a DC 19 Constitution  saving throw or its maximum hit points are reduced by an amount equal to the damage from the attack, and C'nosretep heals the same number of hit points.

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 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. C'nosretep targets one humanoid he can see within 30 feet of it. If the target can see him, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards C'nosretep 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 C'nosretep 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). C'nosretep magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves 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.

Quivering Palm Technique (Recharge 6). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: The target must make a DC 19 Constitution saving throw. On a failed save, the target is reduced to 0 hit points. On a successful save, the target takes 55 (10d10) necrotic damage

Wholeness of Body (Recharges after a Long Rest). C'nosretep regains 60 hit points

Bonus Actions

Martial Arts. When C'nosretep uses the Attack action with an unarmed strike or a monk weapon on its turn, he can make one unarmed strike as a bonus action.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, C'nosretep deflects the missile. The damage he takes from the attack is reduced by 1d10 + 27. If the damage is reduced to 0, C'nosretep catches the missile if it’s small enough to hold in one hand and he has a hand free.

Legendary Actions

C'nosretep 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. C'nosretep regains spent legendary actions at the start of his turn.

Quick Step. C'nosretep moves up to his speed without provoking opportunity attacks.

Unarmed Strike. C'nosretep makes one unarmed strike.

Bite (Costs 2 Actions). C'nosretep makes one bite attack.

Description

C’nosretep, even as a mortal, would be intimidating: stripped to the waist to flaunt a pallid skin that ripples with muscle and a deep inner strength. His chest and abdomen sport blood-red tattoos, and his left arm is a dark-hued metallic prosthetic, lending additional weight to his title of “Iron Fist.” As he smiles, the lips pull back to reveal his gleaming white fangs,

For millennia the monks of the Monastery of Light trained in the deepest mysteries of meditation and unarmed combat. Their master, Ozykathalin, was said to have penned the sacred Tome of Mind and Body, a text containing many of the most cunning and devastating of all martial arts maneuvers. Their reign ended nearly a century ago, when C’nosretep, the Iron Fist of Set, deposed Ozykathalin and placed himself upon the Lotus Throne.

Now reigning supreme within the Step Pyramid of Amra, C’nosretep sits in sole possession of the Tome, much of which he has re-written or embellished. Surrounding himself with fell followers the Champion of Set now presides over pilgrimages of worshippers and slaves who trek across the desert wastes by the thousands. These foolish pilgrims come to witness the power of the Iron Fist of Set. Many hope to gain immortality, if first they can impress C’nosretep with their skills at unarmed combat.

Lair and Lair Actions

C'nosretep's Lair

The magical darkness in this chamber can’t be dispelled by any means; it’s baked into the stones and saturates every surface. Darkvision is useless; light spells are extinguished. A daylight spell casts only dim light for 30 feet.

The unholy symbol of Set carved into the sarcophagus gives C’nosretep advantage on saving throws, reduces the cost of biting as a legendary action to 1 action, and gives characters who are not Lawful Good disadvantage on saving throws against C’nosretep’s charm ability.

Monster Tags: Shapechanger

Habitat: Urban

xenos_fontayne

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