Large Undead (Vampire), Chaotic Evil
AC 13 Natural Armor    Initiative +3 (13)
HP 30 (4d4 + 12)
Speed 30 ft., (Hover)
Mod Save
STR 6 −2 −2
DEX 16 +3 +3
CON 16 +3 +3
Mod Save
INT 6 −2 −2
WIS 12 +1 +1
CHA 7 −2 −2
Vulnerabilities Radiant
Resistances Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Necrotic, Poison; Blinded, Charmed, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Blindsight 60 feet, Darkvision 60 feet; Passive Perception 11
Languages Common, Elvish, Abyssal, Infernal, ????
CR 5 (XP 1,800; PB +3)
Traits

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

Blood Mist Form. The mist can occupy another creature's space and vice versa. In addition, any creature within a 10 foot radius of the Crimson Death is considered blinded due to the thick bloody mist. Any terrain within 30 feet is considered difficult terrain. 

Sunlight Hypersensitivity. The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.

Vampiric Magic Remnants. Residual magic from this vampire allows it to cast the following spells:

- Charm Person 3x per Day

- Geas x1 per day

Actions

Life Drain. The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (Undead and Constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.

Bonus Actions

Bloody Hunger. The Crimson Death dashes toward its next meal, moving up to its movement speed toward a hostile creature. 

Reactions

Hatred of the Divine. Upon witnessing the casting of a spell by a cleric or paladin, the Crimson Death can immediately move up to its movement speed and use its Life Drain action. 

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, The vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.

Beguiling Blood (Costs 1 Action). The Crimson Death swirls in a hypnotic pattern, attempting to charm its prey. a target that the Crimson Death can see makes a DC 13 Charisma saving throw

Ravenous Rampage (Costs 1 Action). The Crimson Death, following a turn it made a successful Life Drain action, makes 1 additional use of its Life Drain action. 

Wisp Walk (Costs 1 Action). The Crimson Death moves up to its movement speed. 

Description

Enter a general description for your monster here.

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.

The_X_Naut_Army