Medium Undead, Typically Chaotic Evil
AC 15    Initiative +5 (15)
HP 240 (25d8 + 40)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 18 +4 +4
DEX 18 +4 +4
CON 18 +4 +8
Mod Save
INT 17 +3 +3
WIS 15 +2 +2
CHA 18 +4 +8
Skills Arcana +8, Medicine +6, Perception +7, Stealth +9
Resistances Necrotic
Senses Darkvision 120 ft; Passive Perception 13
Languages Common, Draconic, Dwarvish, Elvish, Goblin, Halfling
CR 12 (XP 8,400; PB +4)
Traits

Bolster Inventions. At the end of each of the Abott’s turns, each of his Undead allies in a 5-foot Emanation originating from the Abott gains 5 Temporary Hit Points. This trait doesn’t function if the Abott has the Incapacitated condition.

Legendary Resistance (3/Day, or 4/Day in Lair). If the Abott fails a saving throw, he can choose to succeed instead.

Misty Escape. If the Abott drops to 0 Hit Points outside its resting place, the Abott uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.

While he has 0 Hit Points in mist form, he can’t return to its vampire form, and he must reach its resting place within 2 hours or be destroyed. Once in its resting place, he returns to his vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.

Spider Climb. The Abott can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Vampire Weakness. Being a vampire, the Abott has these weaknesses:

Forbiddance. He can’t enter a residence without an invitation from an occupant.
Running Water. he takes 20 Acid damage if he ends his turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the Abotts heart while the Abott has the Incapacitated condition in his resting place, the Abott has the Paralyzed condition until the weapon is removed.
Sunlight. He takes 20 Radiant damage if he starts its turn in sunlight. While in sunlight, he has Disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only). The Abott makes three Lightning Rod attacks or two Grave Strike attacks. He can replace one attack with a use of Bite or Syringe.

Lightning Rod (Vampire Form Only). Melee or Ranged Attack Roll: +6, reach 5 ft. or range 90 ft. Hit: 12 (2d8 + 3) Lightning damage, and the target can’t take Reactions until the start of its next turn.

Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.

Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.

Syringe (Vampire Form Only). Constitution Saving Throw: DC 16, one creature the Abott can see within 5 feet. Failure: The target has the Poisoned condition for 1 minute. While Poisoned in this way, the target suffers one of the following effects (the Abott’s choice). The target repeats the save at the end of each of its turns, ending the effect on itself on a success. The target succeeds automatically after 1 minute:

Corrosive Serum. The target takes 10 (4d4) Acid damage at the start of each of its turns, and its Speed decreases by 10 feet.

Deadly Serum. The target takes 11 (2d10) Necrotic damage at the start of each of its turns, and it can’t regain Hit Points.

Mind-Altering Serum. The target takes 10 (3d6) Psychic damage at the start of each of its turns, and it has Disadvantage on saving throws to maintain Concentration.

Bonus Actions

Return Undeath (1/Day). The Abott casts Raise Dead, using Charisma as the spellcasting ability.

Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.

Shape-Shift. If the Abott isn’t in sunlight or running water, he shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or he returns to its vampire form. Anything he is wearing transforms with it.

While in bat form, the Abott can’t speak. His game statistics, other than its size and Speed, are unchanged.

While in mist form, the Abott can’t take any actions, speak, or manipulate objects. He is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can’t pass through liquid. He has Resistance to all damage, except the damage it takes from sunlight.

Reactions

Redirect Attack. Trigger: A creature the Abott can see makes an attack roll against him. Response: the Abott chooses a Small or Medium ally within 5 feet of herself. The Abott and that ally swap places, and the ally becomes the target of the attack instead.

Legendary Actions

Legendary Action Uses: 3 (4 in Domain). Immediately after another creature’s turn, the Abott can expend a use to take one of the following actions. The Abott regains all expended uses at the start of each of his turns.

Shocking Prod. The Abott moves up to half his Speed and makes one Lightning Rod attack. The Abott can’t take this action again until the start of his next turn.

Deathless Strike. The Abott moves up to half his Speed, and it makes one Grave Strike attack. The Abott can’t take this action again until the start of his next turn.

Static Explosion. Dexterity Saving Throw: DC 16, each creature in a 10-foot-radius Sphere centered on a point the Abott can see within 90 feet. Failure: 5 (2d4) Lightning damage. Success: Half damage.

Beguile. The Abott casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). The Abott can’t take this action again until the start of its next turn.

milketh

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