Shapechanger. If the dejected sitient isn’t in sunlight, he can use his action to polymorph into a giant crocodile, a cloud of mist, or back into his sitient form.
While in giant crocodile form, the dejected sitient can’t speak; his swimming speed is 50 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 he dies.
While in mist form, the dejected sitient 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. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.
Hypocontemporaneous Epoch (3/Day) Each dawn, the dejected sitient chooses a die. When dice of that type are rolled before the action is resolved, he may change the outcome of any of those dice that were rolled.
Misty Escape. When the dejected sitient would be reduced to 0 hit points outside his coffin, he may transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in sunlight. If he can’t transform, he falls unconscious.
While he has 0 hit points in mist form, he can’t use his shape change ability, and he must reach his coffin within 2 hours or he reverts to his true form and falls unconscious. Once in his coffin, he reverts to his sitient form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.
Regeneration. The dejected sitient regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
Spider Climb. The dejected sitient can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Sitient Weaknesses. The dejected sitient has the following flaws:
Home is Where the Heart is. He can’t enter a residence without an invitation from one of the occupants.
Stake to the Ardor. If a piercing weapon made of wood is driven into his Ardor, and is a critical hit, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While in sunlight, the dejected sitient takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.
Multiattack. The dejected sitient makes two attacks, only one of which can be a soul drain or sun blade attack.
Sun Blade. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 41 (1d10 + 10d6 + 6) radiant damage. Undead take an additional 4 (1d8) radiant damage. The sword's luminous blade emits bright sunlight in a 15-foot radius and dim sunlight for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Soul Drain (Vampire Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature who is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 35 (10d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dejected sitient gains temporary hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the dejected sitients' control.
Scratch (Vampire Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (1d10 + 4) slashing damage. If the target is a large or smaller creature, it is grappled (escape DC 18). The dejected sitient can have only one creature grappled this way at a time.
Death Roll (Crocodile Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 35 (10d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the dejected sitient gains temporary hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the dejected sitients' control. If the target is a large or smaller creature, it is grappled (escape DC 18). The dejected sitient can have only one creature grappled this way at a time. This attack cannot be taken if the dejected sitient is grappled. On a critical hit, the target gains a point of exhaustion or is under the effect of the slow spell. A target can end this effect with the regeneration spell or a similar effect.
Psychic Step. The dejected sentient teleports 120 feet
The dejected sitient 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. The dejected Sitient regains spent legendary actions at the start of his turn.
Scratch. The dejected sitient makes one scratch attack.
Blood Lust (Costs 2 Actions). The dejected sitient makes one soul drain or deathroll attack.
Reject Sitientism (Costs 3 Actions). Cecile makes a Sun Blade attack.
Comments