Cat-Vamp

by EchoLy

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Count Cat-Chula


























Count Cat-Chula

Tiny, Undead (Shapechanger), Alignment Evil


  • Armor Class 15
  • Hit Points 26 5d10
  • Speed 40 Feet, Jump vertical 60ft Leap 80 Feet

STR DEX CON INT WIS CHA
Str 18 (+4) Dex 18 (+4) Con 18 (+4) Int 17 (+3) Wis 16 (+4) Cha 18 (+4)

  • Saving Throws Dex +9, Wis +7, Cha +
  • Skills Perception +7, Stealth +9
  • Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
  • Damage Vulnerability WATER! ALL WATER!
  • Senses Darkvision 120 Ft., passive Perception 1
  • Languages Understands concepts can telepathically communitcate
  • Challenge Challenge 3 800 Exp

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Legendary Actions 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. Vampire regains spent legendary actions at the start of their 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
Misty Escape When at 0 hit points and outside His resting place, Count Cat-Chu transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration The Cat-pire regains 1d20 hit points at the start of its turns.

Actions

Multiattack. Cat-pire Form Only. The cat-pire makes two attacks, only one of which can be a bite attack. Attack: +4 to hit, reach 5 ft., one creature. Bite hit: 4(1d8 + 4) Claw Hit: 4(1d6 + 4)

Charm Cat-pire targets one humanoid it can see within 30 ft. If the target can see Cat-pire, they must succeed a DC 17 Wisdom saving throw or be charmed. The charmed target regards the Cat-pire as a trusted friend and is heeded to protect him. The target is under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and is a willing target for the vampire's bit attack. Each time the victim harms their compainions it can make a saving throw, ending the effect on a success, after 24 hours, or until the vampire is destroyed.

 

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