Large Undead (Vampire), Lawful Evil
Armor Class 20 Plate
Hit Points 200 (20d20)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +11, DEX +6, CON +9, INT +8, WIS +3, CHA +4
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion
Senses Passive Perception 15
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Hunters Instincts Aetros roles twice when rolling for initiative, causing it to have two separate turns per combat phase.

Blood Hunt Gains double movement speed when running in the direction of a creature that is bleeding.

Defilers Blade Aetros has a unique weapon that as a bonus action can swap between a ranged, melee, and shielding variant. Each form has unique attacks that can only be performed when they are active. In shield form Aetros has +4 AC.

Supreme Speed Aetros has two actions per turn instead of one.

Spellcasting. Aetros is a 2nd level spellcaster. Its spellcasting ability is +3 (spell save DC #, +# to hit with spell attacks). Aetros has following wizard spells prepared:
Cantrips (at will): [Mage Hand], [Minor Illusion]
1st level (4 slots): [Disguise Self], [False Life], [Grease], [Jump], [Ray of Sickness]

2nd level (3 slots): [Blur], [Enlarge], [Earthbind], [Misty Step]

Actions

Great Sword Actions: 

Slash Melee Weapon Attack: +6 to hit, reach 5 ft, 1 target. Hit: (3d10 + 5) [Slashing] damage.

Cleave Melee Weapon Attack: +4 to hit, reach 5 ft, any number of targets in range. Hit: (2d10 + 5) [Slashing]

Shield Actions:

Bash Melee Weapon Attack: +5 to hit, reach 5ft, 1 target. Hit: (when dashing) (3d8 + 12), (when stationary) (2d8 + 6), [Bludgeoning] 

Toss Ranged Weapon Attack: +4 to hit, range 10/30ft, 1 target. Hit: (3d8 + 4), [Bludgeoning] Automatically casts Recall for free.

Javelin Actions:

Throw Ranged Weapon Attack: +5 to hit, range 30/120 ft., 1 target. Hit: (3d6 + 6) [Piercing] damage.

Stab Melee Weapon Attack: +6 to hit, reach 10ft, up to two targets in a line if first target is successfully hit. Hit: (3d6 + 6) [Piercing]

Weaponless Actions: 

Bite Melee Weapon Attack: +5 to hit, reach 5ft, 1 target. Hit: (5d4), Half of damage dealt is lifestealed.

Bonus Actions

Recall: Defilers Blade is teleported to Aetros hands. No limit on range.

Enrage: After drinking blood Aetros can enter rage. In rage he takes half damage from all non-magical attacks rounded down and resists all elemental magic excluding fire. When dealing damage, all strength based attacks are increased by two dice rolls. His AC is decreased by 4 in this state. Rage ends when Aetros fails to make an attack or receive non-magical damage on his turn.

Swap: Swap between defilers blade forms.

Reactions

Parry: Enters a defensive stance when in Shield form, allowing for the first attack to be deflected. This is a strength saving throw with variable DC.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Aetros the Hunter is a vampire who craves the thrill of combat and will stop at nothing once his eyes are set on a trophy. He can be hired as a hitman if you know the right guy and has a distaste for the standard aristocratic ways of normal vampires. He's a towering 8 feet tall and mangy, but will dress to fit the situation of the hunt. Aetros can be outwitted if given the opportunity by his prey to face a more powerful opponent. 

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.

Habitat: Urban

BallcuxtheBrave

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