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Monster

Strefan Maurer

Medium Undead · Lawful Evil

Plane Shift: Ixalan Page 33
Armor Class 16
Hit Points 144 (17d8 + 68)
Speed Walk 30 ft.
CR 15
STR 18 +4
DEX 18 +4
CON 18 +4
INT 20 +5
WIS 15 +2
CHA 18 +4

Traits

Shapechanger

If Strefan isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in bat or wolf form, Strefan can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strefan can't take any actions, speak, or manipulate objects. He 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 mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.

Legendary Resistance (3/Day)

If Strefan fails a saving throw, he can choose to succeed instead.

Misty Escape

When Strefan drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling , provided that he isn't in running water or sunlight. If he can't transform, he is destroyed.
While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.

Regeneration

Strefan regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes Radiant damage or damage from , this trait doesn't function at the start of his next turn.

Spider Climb

Strefan can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.

Vampire Vulnerabilities

Weapons cut from living wood are particularly effective against vampires, though any weapon can harm or kill them. A vampire can't cross running water that shows the reflection of the moon, and water blessed by Avacyn () burns vampire flesh like acid. A vampire's reflection in silver (including a silver-backed glass mirror) appears as the vampire would have looked without the vampiric condition—neither its true appearance nor its glamer, but a normal human, flaws and all. For that reason, vampires go to great lengths to avoid mirrors, and the presence of silver in any form is unsettling to them.

Actions

Multiattack (Vampire Form Only)

Strefan makes two attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire or Wolf Form Only)

Melee Weapon Attack +9 to hit, reach 5 ft., one target. 8 () Slashing damage, plus 14 () Necrotic damage. If the target is a creature, Strefan can grapple it (escape DC 18) instead of dealing the Slashing damage.

Bite

Melee Weapon Attack +9 to hit, reach 5 ft., one willing creature, or a creature that is by Strefan, , or . 7 () Piercing damage plus 10 () Necrotic damage. The target's hit point maximum is reduced by an amount equal to the Necrotic damage taken, and Strefan regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a under Strefan's control.

Charm

Strefan targets one humanoid he can see within 30 feet of him. If the target can see Strefan, the target must succeed on a DC 17 Wisdom saving throw against this magic or be . The target regards Strefan as a trusted friend to be heeded and protected. The target isn't under Strefan's control, but it takes Strefan's requests and actions in the most favorable way and lets Strefan bite it.
Each time Strefan or his 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 Strefan 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)

Strefan magically calls or , provided that the sun isn't up. While outdoors, Strefan can call instead. The called creatures arrive in rounds, acting as allies of Strefan and obeying his spoken commands. The beasts remain for 1 hour, until Strefan dies, or until he dismisses them as a bonus action.

Legendary Actions

Move

Strefan moves up to his speed without provoking opportunity attacks.

Unarmed Strike

Strefan makes one unarmed strike.

Bite (Costs 2 Actions)

Strefan makes one bite attack.
Confirmation

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