Tiny Aberration, Neutral Evil
Armor Class 16 Natural Armor
Hit Points 55 (17d6 - 1)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
9 (-1)
INT
2 (-4)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws DEX +6, WIS +4, CHA +7
Skills Perception +7, Stealth +10
Senses Darkvision 60ft, Passive Perception 17
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Keen Smell Armand has advantage on Wisdom (Perception) checks that rely on smell.

Slipping Mind If Armand is presented a choice or given an order that is against the nature of a typical rat he must make a WIS saving throw at disadvantage DC 10+(DM will determine), on a failure he will make the rat choice. 

Forced Form: Immune to shapechange effects

Stripped Magic: Armand has 0 arcane presense or ability. This may affect game mechanics.

Once Humanoid: Armand can understand common and draconic in any form, as a rat he cannot verbalize other than squeeks, he talks through vague gestures when he can. Complex communications requires an INT check DC 15

Actions

Bite Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (1d4+4) piercing damage.

Legendary Actions
Armand can take 2 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. Regain spent legendary actions at the start of their turn.
  • Move: Moves up to half its speed without provoking opportunity attacks.
  • Unarmed Strike: makes one unarmed strike.
  • Bite (Costs 2 Actions): Makes one bite attack.

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

Description

Armand the Vampire
Robbed of all of his magic by a Legacy Weapon his mind slowly slips to become more and more rat like.

Dred_Amadeus_Nezroth

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