| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +15 |
| DEX | 23 | +6 | +13 |
| CON | 25 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 24 | +7 | +7 |
| WIS | 19 | +4 | +11 |
| CHA | 21 | +5 | +12 |
Legendary Resistance (4/Day). If Cazador fails a saving throw, he can choose to succeed instead.
Misty Escape. When Cazador drops to 0 hit points outside his coffin, he transforms into a cloud of mist instead of falling unconscious. While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his coffin within 24 hours or be destroyed. Once in his coffin, he reverts to his vampire 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. Cazador regains 30 hit points at the start of his turn if he has at least 1 hit point.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Multiattack. Cazador makes three Draining Claw attacks, and one bite attack.
Draining Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 8) slashing damage plus 12 (4d6) necrotic damage. If the target is a creature, it is Grappled (Escape DC 23). Cazador regains a number of hit points equal to the necrotic damage dealt
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Cazador, incapacitated, or restrained. Hit: 24 (4d8 + 8) piercing damage plus 20 (4d10) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and Cazador regains 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 Nightbringer under Cazador's control.
Children of the Night (Recharge 5-6). Cazador magically calls 2d4 vampire bats provided that the sun isn’t up. While outdoors, Cazador can call 1d6 vampiric werewolves instead. The called creatures arrive at the end of Cazador‘s next turn, acting as allies of Cazador and obeying his spoken commands.
Spellcasting. Cazador casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability. (spell save DC 22, +14 to hit with spell attacks).
At Will: command(Level 2 version), witch bolt, augury, darkness, dispel magic(level 3 version), pass without trace
3/Day Each: slow, bestow curse, nondetection, blight, greater invisibility
1/Day Each: cone of cold, dominate person, contagion, harm
Beguiling Charm. Cazador targets one humanoid he can see within 30 feet of him. If the target can see Cazador, the target is charmed. The charmed target regards Cazador as a trusted friend to be heeded and protected. The target isn’t under Cazador control, but it takes Cazador's requests and actions in the most favorable way possible and lets Cazador bite it. if the creature takes any damage from Cazador or his allies that is not from a vampiric bite, it is no longer charmed and cannot be charmed in such a way for a week.
Nightstalk. Cazador teleports to a space adjacent to a creature he can see within 60 ft and becomes invisible until he moves.
Shapechanger. Cazador can use his bonus action to polymorph into a Vampire Bat, a Vampiric Werewolf, a Medium cloud of mist, or back into his true form. When he transforms back into his true form, he takes psychic damage equal to half the maximum hit points of the form he polymorphs into
While in mist form, Cazador 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 damage.
Cazador 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. Cazador regains spent legendary actions at the start of his turn.
Lunge. Cazador moves up to half his movement speed without provoking opportunity attacks, and makes one Draining Claw attack
Shadow Calling (Casts 2 Actions). Cazador targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Cazador and within 30 feet of him. If the target fails a DC 22 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Cazador’s commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.
Profane Cyclone (Costs 3 Actions). Cazador summons profane spirits to swarm his foes. Constitution Saving Throw: DC 22, every creature within 30 feet of Cazador. Failure: 24 (8d6) necrotic damage and the target gains a level of exhaustion. Success: Half damage only
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Posted May 7, 2026The Statblocks for Cazador’s shapechange ability
vampiric werewolf: https://www.dndbeyond.com/monsters/6219502-vampiric-werewolf
Vampire bat: https://www.dndbeyond.com/monsters/6432996-vampire-bat