Screaka

Screaka

Female Owlin Vampire

Medium undead (shapechanger) , lawful evil

AC: 16 (Natural Armor)

HP: 100

Speed: 30 ft., 60 Flying

STR 18 (+4); DEX 18 (+4); CON 18 (+4); INT 17 (+3); WIS 15 (+2); CHA 18 (+4)

Saving Throws: DEX +9, WIS +7, CHA +9

Skills: Perception +7, Stealth +9

Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Senses: Darkvision 120 ft., Passive Perception 17

Proficiency Bonus: +3

Shapechanger. As long as the vampire isn’t in direct sunlight or running water, it can spend an action to polymorph either into a Medium cloud of mist or back into its true form.

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

Misty Escape. When it drops to 0 hit points outside its resting place, instead of dying, the vampire transforms into a cloud of mist. If the vampire is in sunlight or running water, it cannot transform. If it can’t transform, it is destroyed.

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 sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

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.

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.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

 

Actions

Multiattack.  The vampire makes two attacks, only one of which can be a bite attack.

Unarmed Strike  Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 1d8 + 4 bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).

Bite.  Melee Weapon Attack: +6 to hit, one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 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 15 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 its allies do anything harmful to the target, it can repeat the saving throw, ending the effect 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.

Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats ( or 2d4 Ice Mephits), provided that the sun isn’t up. While outdoors, the vampire can call 2d6 wolves instead.

The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

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.

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