Monster
Vampirate Mage
Outside your table’s allowed sources
Official reference · BAM · 2014
- Creature type
- Undead
- Size
- Medium
- Armor class
- 14 (natural armor)
- Hit points
- 68 (8d8 + 32)
- Speed
- Walk 30 ft.
- Challenge rating
- 5
- Alignment
- Lawful Evil
- Strength
- 12
- Dexterity
- 14
- Constitution
- 18
- Intelligence
- 13
- Wisdom
- 14
- Charisma
- 15
- Passive Perception
- 12
- Saving Throws
- wis: +5; cha: +5
- Senses
- darkvision 120 ft.
- Languages
- the languages it knew in life
- Immunities
- cold, necrotic, poison
- Condition Immunities
- charmed, exhaustion, poisoned
- Vulnerabilities
- radiant
Traits
Explode
When the mage is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 11 (2d10) necrotic damage.
The mage can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Unusual Nature
The mage doesn't require air or drink.
Actions
Multiattack
The mage makes two Ray of Cold attacks.
Energy Drain
Melee Spell Ranged Spell Attack: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10) necrotic damage. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow under the DM's control.
Ray of Cold
Ranged Spell Attack: +5 to hit, range 120 ft., one target. Hit: 11 (2d8 + 2) cold damage.
The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
1/day: darkness, dimension door, fly, hypnotic pattern