b'Ancient Vampire \n'b'  Family:   Vampires  \n'b'  Medium   undead  (shapechanger),  lawful evil  \n'b'  Armor Class  17 (natural armor), or 19 in abomination form  Hit Points  285 (30d8 + 150)  Speed  30 ft.\n'b' STATS STR: 21 (+5) DEX:  20 (+5)  CON:  20 (+5)  INT:  19 (+4)  WIS:  22 (+6)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +12,  Dex  +12,  Con  +12,  Cha  +12  Skills   Perception  +13,  Stealth  +12  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Senses   darkvision  120 ft., passive perception 23  Languages  the languages it knew in life  Challenge  21 (33,000 XP) \n'b' Special Traits \n'b'\n'b'  Shapechanger . If the ancient isn\xe2\x80\x99t in sunlight, it can use its action to  polymorph  into a Tiny  bat , a Medium wolf, a Medium cloud of mist, a Large abomination, or back into its true form. While in bat form, the ancient can\xe2\x80\x99t speak, its walking speed is 5 feet, and it has a flying speed of 40 feet. Its statistics, other than its  size  and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in wolf form, the ancient can\xe2\x80\x99t speak and its walking speed is 40 feet. Its statistics, other than its speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the ancient can\xe2\x80\x99t take any  actions , speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter other creature\xe2\x80\x99s spaces and stop there. In addition, it can pass through any space that air can pass through, without squeezing, but cannot pass through water. It is immune to all nonmagical damage, other than radiant damage from sunlight. While in abomination form, the ancient has advantage on  Strength  checks and saving throws,  resistance  to all damage types except fire, force, psychic, and radiant damage, as well as acid damage from holy water, and a fly speed of 40 feet. Anything it is wearing transforms with it, but nothing it is carrying does. \n'b'  Legendary Resistance (3/Day) . If the ancient fails a saving throw, it can choose to succeed instead. \n'b'  Misty Escape . When the ancient drops to  0 hit points  while outside its resting place, it transforms into mist form instead of falling unconscious, provided that it isn\xe2\x80\x99t in sunlight or running water. If it can\xe2\x80\x99t transform, it is destroyed. While it has  0 hit points  in mist form, it can\xe2\x80\x99t revert to vampire form, and it must reach its resting place within 1 hour, 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. \n'b'  Regeneration . The ancient regains 30  hit points  at the start of its turn if it has at least 1 hit point, isn\xe2\x80\x99t in sunlight or running water or a piercing weapon made of wood isn\xc2\x92t embedded in its heart. If the ancient takes radiant damage, or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the ancient\xe2\x80\x99s next turn. \n'b'  Vampire Weaknesses . The ancient has the following flaws:\n'b'\n'b'\n'b'  Stake to the Heart . The ancient is  paralyzed  if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. It remains  paralyzed , and cannot regain  hit points , until the stake is removed. \n'b'  Sunlight Hypersensitivity . The ancient takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on  attack  rolls and ability checks. \n'b'  Spider Climb . The ancient can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack (Vampire or Abomination Form Only) . The ancient makes three attacks, only one of which can be a bite. \n'b'  Unarmed Strike (Vampire Form Only) .  Melee Weapon Attack : +12 to hit, reach 5 ft., one target.  Hit : 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage, the ancient can choose to grapple the target (escape DC 20). \n'b'  Bite ( Bat , Wolf, Abomination or Vampire Form Only) .  Melee Weapon Attack : +12 to hit, reach 5 ft., one willing creature, or a creature that is  grappled  by the ancient or one of the ancient\xc2\x92s allies, incapacitated, or  restrained  in  bat  or vampire form, or one target in abomination or wolf form.  Hit : 8 (1d6 + 5) piercing damage, plus 14 (4d6) necrotic damage, or 14 (2d8 + 5) piercing damage, plus 21 (6d6) necrotic damage in abomination form. The target\xe2\x80\x99s hit point maximum is reduced by a number equal to the necrotic damage taken, and the ancient regains an equal number of  hit points . This reduction lasts until the creature finishes a  long rest . If the creature\xe2\x80\x99s hit point maximum is reduced to 0 by this effect, the creature dies. A  humanoid  slain this way, and then buried in the ground, rises the following night as a vampire spawn under the ancient\xe2\x80\x99s control. \n'b'  Claws (Abomination Form Only) .  Melee Weapon Attack : +12 to hit, reach 10 ft., one target.  Hit : 14 (2d8 + 5) slashing damage, and the target is  grappled  (escape DC 20). \n'b'  Charm . The ancient targets one  humanoid  it can see within 30 feet of it. If the target can see the ancient, the target must succeed on a DC 18  Wisdom  saving throw against this magic, or be  charmed  by the ancient. The  charmed  target regards the ancient as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the ancient\xc2\x92s control, it takes the ancient\xe2\x80\x99s requests or  actions  in the most favorable way it can, and it is a willing target for the ancient\xc2\x92s bite  attack . Each time the ancient, or the ancient\xc2\x92s allies, 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 the ancient is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b'  Summon Pack (1/Night) . The ancient magically calls 2d4 swarms of bats or rats, provided that the sun isn\xe2\x80\x99t up. While outdoors, the ancient can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the ancient and obeying its spoken commands. The  beasts  remain for 1 hour, until the ancient dies, or until the ancient dismisses them as a bonus action. \n'b'\n'b' Reactions \n'b'\n'b'  Deflect Missile (Vampire Form Only) . In response to being hit by a ranged weapon  attack , the ancient deflects the missile. The damage it takes from the  attack  is reduced by 3d10 + 5. If the damage is reduced to 0, the ancient catches the missile, if it\xe2\x80\x99s small enough to hold in one hand and the vampire has a hand free. If a missile the ancient caught this way is nonmagical, the ancient can then automatically break the missile, making it unusable. \n'b'\n'b' Legendary Actions \n'b' The ancient 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\xe2\x80\x99s turn. The ancient regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Move . The ancient moves up to its speed, without provoking opportunity attacks. \n'b'  Strike . The ancient makes an unarmed strike or claws  attack . \n'b'  Bite (Costs 2 Actions) . The ancient makes a bite  attack . \n'b'  Change (Costs 2 Actions) . The ancient uses its  Shapechange  ability. \n'b'\n'b' About \n'b' A vampire simply does not attain the great age necessary to be counted as truly ancient without a frightening combination of intelligence, cunning, and deadly skill. While they can appear as normal, living beings, as all  vampires  can, many choose to embrace their monstrous nature, appearing as an unholy fusion of  human ,  bat , and demonic other.'