Medium Undead (Shapechanger), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 160 (17d8 + 24)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +10, WIS +8, CHA +10
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Radiant
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 18
Languages the languages it knew in life
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If the vampire isn't in running water, it can use its action to polymorph into a Tiny bat or a large cloud of smoke, or back into its true form.

While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in smoke form, the vampire can't take any actions, speak, or manipulate objects. It 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 smoke can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. Annico will not remain in this form for more than two consecutive turns.

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead this does not apply to saving throws against being grappled.

Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in running water.

Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants, this only applies to homes outside of Astaru.

Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Actions

Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.

Each time the vampire or the vampire's 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 the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Reactions

Self-preservation. If Annico were to be moved by an effect other than his own action, and is not stunned or similarly inhibited, he immediately takes on his smoke form, as described above.

 

Legendary Actions

The vampire 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. The vampire regains spent legendary actions at the start of its turn.

Move. The vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Bite.(Costs 2 Actions). The vampire makes one bite attack.

Mythic Actions

Call. Annico sends out a call to his minions. Roll a d4. Spawn that many night guards in Annico's throne room. If the die rolls a one, instead spawn the captain of the night guard in the center of the room. Annico will only use this ability if there are no members of the night guard in combat. Once the captain of the night guard has been summoned in this way, Annico will never use this ability again.

Amaunator's favorinator. Annico calls upon the power of his god to aid him in his time of need. Three pillars of scorching sunlight descend from the heavens to attack Amunator's foes. Each pillar is five feet wide and has a movement speed of 15 feet. On Annico's turn, they will move towards the nearest enemy and will deal one d10 radiant damage for every turn the creature is in contact with the beam. If two or more enemies are equidistant and the beam can pass over both of them, they take half of the normal damage from this attack. 

 

 

Lair and Lair Actions

 

 

Monster Tags: Shapechanger

Habitat: Urban

IdontknowwhatImdoing37

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