Medium Undead (Human, Shapechanger, Vampire), Neutral Evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Deception +3, Intimidation +4, Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages Abyssal, Common, Thieves' Cant
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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

Misty Escape. When he drops to 0 hit points outside his resting place, Stillmarsh 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, he can’t revert to his 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. He is 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. Stillmarsh 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 Stillmarsh takes radiant damage or damage from holy water, this trait doesn’t function at the start of Stillmarsh’s next turn.

Shapechanger. If Arik Stillmarsh 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, Stillmarsh 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 he dies.

While in mist form, Stillmarsh 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 he can’t pass through water. 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.

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

Vampire Weaknesses. Stillmarsh has the following flaws:

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

Harmed by Running Water. Stillmarsh 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 Stillmarsh's heart while Stillmarsh is incapacitated in his resting place, Stillmarsh is paralyzed until the stake is removed.

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

Unusual Nature. Stillmarsh doesn't require air.

Actions

Multiattack. (Vampire Form Only). Stillmarsh makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Stillmarsh can grapple the target (escape DC 18).

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 Stillmarsh, 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 Stillmarsh 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 Stillmarsh’s control.

Charm. Stillmarsh targets one humanoid he can see within 30 feet of him. If the target can see Stillmarsh, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Stillmarsh. The charmed target regards Stillmarsh as a trusted friend to be heeded and protected. Although the target isn’t under Stillmarsh’s control, it takes Stillmarsh’s requests or actions in the most favorable way it can, and it is a willing target for Stillmarsh’s bite attack.

Each time Stillmarsh or his 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 Stillmarsh 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). Stillmarsh magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, Stillmarsh can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Stillmarsh and obeying his spoken commands. The beasts remain for 1 hour, until Stillmarsh dies, or until Stillmarsh dismisses them as a bonus action.

Legendary Actions

Stillmarsh 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. Stillmarsh regains spent legendary actions at the start of his turn.

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

Unarmed Strike. Stillmarsh makes one unarmed strike.

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

Description

One of Bargewright inn's few permanent residents is Arik Stillmarsh, a well-dressed, young-looking man with a sallow complexion who lives like a hermit in a corner room on the uppermost floor of the old inn. Rumor among the rabble has it that Stillmarsh swindled one or more prominent Waterdhavian families, and that the Black Network is sheltering him. In truth, Stillmarsh is a Tethyrian human vampire whom Nalaskur occasionally calls upon to dispose of unwanted guests. Stillmarsh has an agreement with Nalaskur not to feed on locals or other guests without the Black Network's approval. To sate his appetite at other times, he preys on rural encampments, night travelers on the Long Road, and the poor people of Womford. In Womford, the vampire is spoken of in whispers as the "Womford Bat." Fortunately for the residents of Wormford, this criminal was recently apprehended by Xenk Yendar and locked away in Revel's End.

Personality Trait. "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me."

Ideal. "The Black Network will rule the Sword Coast, and I will be by Manshoon’s side when it happens."

Bond. "I enjoy witnessing the terror on the Black Network’s enemies faces as they see that all hope is lost."

Flaw. "I believe everyone has a price and am cynical toward those who present themselves as virtuous."

Lair and Lair Actions

Stillmarsh’s Lair

Both Stillmarsh's earth-filled coffin and lair is hidden in the attic above his room at the Old Bargewright, accessible through a secret door in the ceiling of a closet. Spotting that door requires a successful DC 15 Wisdom (Perception) check.

Regional Effects

The region surrounding Stillmarsh’s lair is warped by his 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 Stillmarsh’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

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

Monster Tags: Shapechanger

Habitat: GrasslandUrban

Discord_Norixius