Shapechanger. Asoroth can change into a cloud of reddish mist. While in cloud shape, Asoroth can speak, his walking speed is 40 feet, and flying speed is 40 feet.
Magic Weapons. Asoroth's attacks are considered magical.
Regeneration. Asoroth regains 30 hit points at the start of his turn if he has at least 0 hit points.
Kin Killer. Asoroth can only be killed by other Higher Vampires. If he is dropped to 0 hit points from other means he will regenerate and re-establish his body even if a single amount of his body remains.
Spellcasting. Asoroth is 17th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 22, +15 to hit with spell attacks). Asoroth has the following wizard spells prepared:
Cantrips (at will): Mage Hand, Chill Touch, Ray of Frost
1st level (at will): False Life, Detect Magic, Shield
2nd level (at will): Darkness, Detect Thoughts, Mirror Image
3rd level (at will): Counterspell, Dispel Magic, Animate Dead
4th level (3 slots): Blight, Greater Invisibility, Black Tentacles
5th level (3 slots): Dominate Person, Animate Objects
6th level (3 slots): Circle of Death, Create Undead
7th level (2 slots): Finger of Death, Teleport
8th level (2 slots): Power Word Stun, Dominate Monster
9th level (2 slots): Gate, Time Stop
Spider Climb. Asoroth can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Special Weakness. Asoroth is weakened if he ingests undead blood. If ingested he is no longer resistant to non-magical attacks.
Multiattack. Asoroth makes three melee attacks.
Unarmed Strike. Melee weapon attack +11to hit, reach 5 feet, one target. Hit 18 (4d8 +4) bludgeoning damage plus 9(3d6) necrotic damage.
Charm. Asoroth targets one humanoid it can see within 60 feet of it. If the target can see Asoroth, the target must succeed on a DC 22 Wisdom saving throw against this magic or be charmed by Asoroth. The charmed target regards Asoroth as a trusted friend to be heeded and protected. Although the target isn't under Asoroth's control, it takes Asoroth's requests or actions in the most favorable way it can, and it is a willing target for Asoroth's bite attack. Each time Asoroth or its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Asoroth is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Reaction Name. Enter the description for your action.
Legendary Resistance (3/Day). If Asoroth fails, a saving throw, he can choose to succeed instead.
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
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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.
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If the [monster name] dies, these effects fade over the course of #d# days.
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