Legendary Resistance (2/Day). If Anhelo fails a saving throw, he can choose to succeed instead.
Regeneration. Anhelo 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. Anhelo can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Shapechanger. If Anhelo 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, Anhelo 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 it, but nothing he is carrying does. He reverts to his true form if he dies.
Mist Form. While in mist form, Anhelo can’t take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 30 feet, can hover, doesn’t provoke opportunity attacks, and can enter a hostile creature’s space and stop there. The first time Anhelo enters another creature’s space on a turn, that creature must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. In addition, if air can pass through a space, Anhelo can do so without squeezing, but he can’t pass through water. While in mist form, Anhelo has advantage on Strength, Dexterity, and Constitution saving throws, and he has resistance to all damage except the damage he takes from sunlight.
Vampire Weaknesses. Anhelo has the following flaws:
- Forbiddance. Anhelo can’t enter a residence without an invitation from one of the occupants.
- Stake to the Heart. If a piercing weapon made of silver is driven into Anhelo's heart while he is incapacitated in his resting place, then he is destroyed.
- Sunlight Hypersensitivity. Anhelo takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
- Harmed by Running Water. Anhelo takes 20 acid damage if he ends his turn in running water.
Multiattack (Vampire Form Only). Anhelo makes two attacks, only one of which can be a bite attack.
Paintbrush (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) piercing damage. The target must succeed a DC 17 Constitution saving throw. On a failed save, roll a d8. The target is affected by the result until the end of its next turn:
1 - blinded
2 - charmed
3 - frightened
4 - invisible
5 - paralyzed
6 - petrified
7 - poisoned
8 - stunned
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 Anhelo, incapacitated, or restrained. Hit: 11 (2d6 + 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 Anhelo 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 Anhelo's control.
Shimmer Form. (Recharge 5-6) Whenever Anhelo takes damage from an attacker he can see, he can use his reaction to polymorph into his mist form, move up to 30 feet, then polymorph back into vampire form. He can’t end this movement in another creature’s space.
Anhelo 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. Anhelo regains spent legendary actions at the start of his turn.
Canvas. Anhelo summons a Canvas in an unoccupied space he can see within 60 feet of him. When summoned, Anhelo chooses it's direction, and a painting appears on it at random, the painting corresponds to one of the following effects when Showtime activates.
Each Canvas has an HP of 25 and an AC of 10 and is a medium object.
Roll a d20 for each Canvas to determine what painting appears on it.
- 1: A Spectator in a cave. On activation: The Canvas summons a Spectator in an unoccupied space within 5 feet of the Canvas. The Spectator appears friendly to Anhelo, obeys his telepathic commands, and acts immediately after Anhelo. The spectator disappears when it is reduced to 0 hit points or when Anhelo dismisses it (no action).
- 2-4: A cozy fireplace. On activation: A 60ft long 10ft wide 20 ft high wall of fire shoots out from the Canvas, a creature that enters the wall for the first time on a turn or starts its turn in the wall must succeed on a DC 17 Dexterity Saving Throw or take 5d8 fire damage or half as much on a success. The wall lasts until the end of Anhelo's next turn.
- 5-7: Tentacles dragging a ship. On activation: Water spews from the painting, creating a shallow pool of water in a 30-foot radius centered on the Canvas (the area is difficult terrain). A creature that starts its turn in the pool or enters it must succeed on a DC 17 Strength Saving Throw or be restrained by tentacles until the end of its next turn. A restrained creature can use its action to make a Strength check against DC 17 to end the restrained condition for itself.
- 8-10: Rats in a sewer. On activation: 2d4 swarms of rats appear within 5ft of the Canvas. Each swarm appears friendly to Anhelo, acts immediately after Anhelo, and disappears when reduced to 0 hit points.
- 11-13: Bats under the moon. On activation: 2d4 swarms of bats appear within 5ft of the Canvas. Each swarm appears friendly to Anhelo, acts immediately after Anhelo, and disappears when reduced to 0 hit points.
- 14-16: A Tornado. On activation: A line of strong wind 60 feet long and 15 feet wide blasts from the Canvas directly in front of it. Any creature caught in the blast must succeed on a DC 17 Strength Saving Throw or be blasted 30 ft away from the Canvas.
- 17-19: Shifting abstract colors. On activation: Every creature that can see the Canvas must succeed on a DC 17 Wisdom Saving Throw. On a failed save, a creature is incapacitated until the end of its next turn and must use all of its movement on its next turn to move as close as possible to Anhelo (it moves using its own movement; this movement provokes opportunity attacks as normal). On a success, the creature is unaffected.
- 20: Full blood moon. On activation: Any creature in a 15ft cone in front of the Canvas regains 30 HP.
Shimmer Form Waltz (Costs 2 Actions). Anhelo polymorphs into his mist form and moves up to 90 feet.
Showtime (Costs 3 Actions). Every Canvas that Anhelo has summoned activates and then disappears.
Previous Versions
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11/21/2025 5:46:10 PM
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2/8/2026 4:22:14 AM
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Coming Soon
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