Medium Undead (Shapechanger), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 255 (30d8 + 120)
Speed 30 ft.
STR
18 (+4)
DEX
20 (+5)
CON
18 (+4)
INT
16 (+3)
WIS
15 (+2)
CHA
22 (+6)
Saving Throws DEX +12, WIS +9, CHA +13
Skills Deception +14, Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 20
Languages the languages it knew in life
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Drum of Lament (Recharge 5–6)

Beundock beats his cursed war drum, forcing all creatures of his choice within 60 feet to make a DC 21 Wisdom saving throw or be overwhelmed by a wave of sorrow:
On a failure: Target is Stunned for 1 round and takes 5d10 psychic damage.
On a success: Half damage, not stunned.

Tempo Shift (Recharge 6)

Beundock warps time through drumming. Until the end of his next turn:
He acts twice in initiative order (again at initiative count 10)
Movement speed is doubled
Reactions reset at each turn

Spellcasting (Bardic Magic)

Beundock is an 18th-level spellcaster. His spellcasting ability is Charisma (Spell Save DC 21, +13 to hit). He uses a cursed drum as his spellcasting focus.

Cantrips (at will):
Vicious Mockery (5d4), Minor Illusion, Prestidigitation, Mage Hand

1st level (4 slots):
Dissonant Whispers, Charm Person, Thunderwave, Healing Word

2nd level (3 slots):
Mirror Image, Hold Person, Suggestion

3rd level (3 slots):
Hypnotic Pattern, Bestow Curse, Dispel Magic

4th level (3 slots):
Greater Invisibility, Dimension Door

5th level (2 slots):
Dominate Person, Synaptic Static

6th level (1 slot):
Mass Suggestion

7th level (1 slot):
Forcecage

8th level (1 slot):
Power Word Stun

9th level (1 slot):
Time Stop

Bonus Spell (1/day): Dance Macabre


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

While in bat form, Beundock can’t speak, his 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, Beundock 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 it takes from sunlight.

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

Misty Escape. WhenBeundock drops to 0 hit points outside its resting place,Beundock 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.

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

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

Vampire Weaknesses. Beundock has the following flaws:

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

Harmed by Running Water. Beundock 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 Beundocks heart while he is incapacitated in its resting place, Beundock is paralyzed until the stake is removed.

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

Actions

Multiattack.

Beundock makes two melee attacks with his Claws of Dissonance, or he makes one melee attack and uses a Bardic Action or casts a spell as an action and a Cantrip as a bonus action.

Claws of Dissonance
+8 to hit, reach 5 ft., one target
Hit: 13 (2d8 + 4) slashing damage + 4 (1d8) psychic damage.

Charm. Beundock targets one humanoid it can see within 30 feet of it. If the target can see Beundock , the target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed by Beundock . The charmed target regards Beundock  as a trusted friend to be heeded and protected. Although the target isn’t under Beundock's  control, it takes Beundock's  requests or actions in the most favorable way it can, and it is a willing target for Beundock to drain of blood.

Each time Beundock or Beundock ’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 Beundock  is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Legendary Actions

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

Move. Beundock moves up to his speed without provoking opportunity attacks.

Claws of Dissonance. Beundock makes one unarmed strike.

Cast Spell (3 legendary actions). Beundock can cast any spell of level 5 or

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

Monster Tags: Shapechanger

Habitat: Urban

CromulentBoy

Comments

Posts Quoted:
Reply
Clear All Quotes