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Vampirate Mage

Medium undead, Lawful Evil

Armor Class 14 (natural armor)

Hit Points 68 (8d8 + 32)

Speed 30 ft.

STR 12 (+1)
DEX 14 (+2)
CON 18 (+4)
INT 13 (+1)
WIS 14 (+2)
CHA 15 (+2)

Saving Throws WIS +5, CHA +5

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 120 ft., passive Perception 12

Languages the languages it knew in life

Challenge 5

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.

Spider Climb. 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 or 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.

Source

BAM, p. 63