Ninja Vampire (False Transcendent Guardian) | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Ninja Vampire (False Transcendent Guardian) CR: 16 (15,000xp)

Large undead, lawful evil
Armor Class: 18 (Studded Leather)
Hit Points: 150hp (20d8+60)
Speed: 30 ft

STR

24 +7

DEX

18 +4

CON

16 +3

INT

10 +0

WIS

16 +3

CHA

12 +1

Saving Throws: Dex +9, Wis +8
Skills: Athletics +12, Perception +8, Stealth +9
Damage Resistances: Poison, Necrotic, Non-magical weapon damage
Condition Immunities: Charmed, Poisoned
Senses: Darkvision 120ft, Passive Perception
Languages: Common, Elvish
Challenge Rating: 16 (15,000xp)

Eternal Guardian: Reforms at full health at the foot of his Master's Casket 24 hours after his hp is reduced to 0. Only destroying the casket will break his curse. He cannot move more than 300ft away from his Master's Casket, and he cannot touch it.   Vampire's Weaknesses: Forbiddance, Harmed by Running Water(20 acid Damage), Stake to the Heart, Sunlight Hypersensitivity(20 Radiant Damage)   Regeneration: Heals 20hp at the start of his turn   Spider Climb   Water Walk   Magical Weapons

Actions

Multiattack: 3 Kusarigama attacks, one of which can be replaced by a Phantom Chain attack.   Kusarigama(Sickle and chain): +12 to hit, 20ft range, 28 6d6+7 slashing. All creatures in a 10ft radius of the target suffer 21 6d6 slashing damage(DC 20 dex save for half) as spinning blades materialize in the air for an instant.   Phantom Chain(Recharge 5-6): All creatures of the False Transcendent Guardian's choice within 20ft must roll a DC 20 strength saving throw or become restrained by phantom chains. At the end of the False Transcendent Guardian's turn, all restrained creatures suffer 14 4d6 necrotic damage and he gains temporary hit points equal to the total damage dealt to all creatures. A creature can use it's action to attempt a DC 20 arcana check to free a restrained creature within 5ft, including the restrained creature itself.   Bonus Action:   Life Drain: A random creature restrained by the phantom chains suffers 14 4d6 necrotic damage. The target must succeed a DC 20 Constitution saving throw, or it's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if it's hit point maximum is reduced to 0.   A humanoid slain by this attack rises 24 hours later as a Wight under the Guardian's control, unless the humanoid is restored to life or its body destroyed. The guardian can have no more than 12 Wights under it's control at one time.

Reactions

Chain Defense: The guardian can use a creature restrained by his phantom chains to defend himself. The creature is moved to an open adjacent space, and the guardian gains +5 AC against the incoming attack, and if the attack misses the damage is instead dealt to the restrained creature.

Lair Actions

On initiative count 20(Losing initiative ties), the FT Guardian takes a lair action to cause one of the following effects; the FT Guardian can't use the same effect two rounds in a row.

  • One creature the guardian can see glows with an uncanny red light until initiative count 20 on the next round. A creature affected by this light automatically fails all stealth checks, and
  • The guardian conjures a sick fog until initiative count 20 on the next round. The fog heavily obscures a 120ft radius area, and creatures that enter or start their turn in the fog suffer 14 4d6 necrotic damage and become poisoned until the start of their next turn. If they succeed on a DC 16 Constitution Saving Throw they are not poisoned and suffer only half damage. The fog does not affect or hinder the guardian.
  • Watery tentacles burst from the lake and try to ensnare everything. The water becomes difficult terrain until initiative count 20 on the next round. All other creatures within 10ft of the water must succeed on a DC 16 Strength Saving Throw or take 10 3d6 bludgeoning and 10 3d6 poison damage and become restrained. On a successful save, they take half damage and are not restrained. A creature restrained by the tentacles is dragged 20ft into the water.

An underground lake cavern, with an island tomb at the center of the water. The tomb walls depict a man in shadow standing over the masses, embedded with 12 deep star rubies(1000gp each). The single coffin in the center of the room is polished marble, unmarked except for a Deep Crimson ruby embedded in the center. Detect magic shows the coffin radiates a powerful abjuration aura. The coffin is invincible, immovable, and untouchable. An invisible barrier stops everything from approaching closer than 1cm.   The coffin can only be opened with a 9th level dispel magic.

Guardian of the Ancient Vampire's Tomb, the last spawn of that Vampire waits until the end of eternity for the return of it's master. It's been so long he's forgotten his name and even his sense of self, but the last dregs of his consciousness clings to "The return of Master"

Created by

Pencyke.

Statblock Type

Monster

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