STR17 (+3)
DEX20 (+5)
CON18 (+4)
INT20 (+5)
WIS14 (+2)
CHA16 (+3)
Saving Throws Dex +9, Int +9, Wis +6
Armor Class 18 (Mage Armor)
Hit Points 127 (15d8 + 60)
Speed 45 ft., climb 30 ft.
Skills Acrobatics +8, Arcana +11, Athletics +6, Deception +9, Insight +5, Perception +5, Performance +6, Persuasion +6, Sleight of Hand +11, Stealth +8
Damage Resistances necrotic; bludgeoning, piercing, and slashing from non silvered attacks
Condition Immunities charmed (from any source besides an older vampire), exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common, Elvish, Sylvan, Draconic
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Illusion Savant. Miran’s Illusions are more potent than the average Mage. His Illusion spells are modified in the following ways:
- Miran can cast Illusion spells without providing a Verbal component.
- Miran’s ranged Illusion spells have their range increased by 60 feet.
- When casting Minor Illusion, Miran can do so as a bonus action, and can create both sound and an image in a single casting.
- Miran can maintain concentration on two spells simultaneously, as long as at least one is an illusion spell. When he does so, he makes concentration saving throws with disadvantage, and rolls for each spell.
- When Miran casts an Illusion spell of first level or higher, he can choose one inanimate, nonmagical object that is part of the illusion and make that object real. The object remains real while the illusion lasts, during which time it can’t deal damage or give any conditions. He can use a bonus action to do this on additional objects while the illusion remains.
- While he can see an illusion he has cast, Miran can use his action to change the nature of that illusion using the spell’s normal parameters.
Actions
Multiattack. Miran makes three attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) necrotic damage. Miran regains hit points equal to the necrotic damage taken. The target loses one unexpended hit die, or drops to 0 hit points if it cannot.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage and the target is Grappled (escape DC 16). If the target is already Grappled by Miran, it is also Restrained until it is no longer Grappled by Miran.
Vampiric Charm (concentration). One creature within 30 feet that can see Miran must succeed on a DC 16 Wisdom saving throw or be charmed by Miran for 24 hours. The charmed target regards Miran as a trusted friend to be heeded and protected. Although the target isn’t under Miran’s control, it takes Miran’s requests or actions in the most favorable way it can, and it is a willing target for Miran’s bite attack. Each time Miran or Miran’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success.
Miran can attempt to deepen his control over a thrall when using this ability, and can modify it in one of the following ways:
Vampiric Suggestion. On a failed save, Miran can suggest a specific course of action, as per the Suggestion spell. Miran may instead opt to suggest an idea or mindset to be adopted. The creature follows Miran’s suggestion while it is charmed.
Vampiric Domination. The creature is also Dominated while it is charmed. The creature remains charmed for one hour while under this effect.
Regeneration. Miran regains 10 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or running water. If Miran takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
Slippery Fuck. Attacks of opportunity made against Miran are made at disadvantage.
Spider Climb. Miran can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Miran has the following flaws:
Forbiddance. Miran can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Miran takes 20 acid damage when he ends his turn in running water.
Stake to the Heart. Miran is destroyed if a piercing weapon made of wood is driven into his heart while he is incapacitated. Piercing damage dealt to Miran by weapons made from gulthias wood cannot be reduced in any way.
Sunlight Hypersensitivity. Miran takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Spellcasting. Miran is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): firebolt, mage hand, message, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): disguise self, mage armor, magic missile, silent image, Jester’s Affected Accent
2nd level (3 slots): mirror image, misty step, phantasmal force, Jester’s Misdirect
3rd level (3 slots): glyph of warding, hypnotic pattern, major image
4th level (3 slots): greater invisibility, phantasmal killer, polymorph
5th level (2 slots): mislead, synaptic static, dream
6th level (1 slot): mental prison, programmed illusion
7th level (1 slot): mirage arcane
8th level (1 slot): illusory dragon
Vampiric Charm Modifications
Miran may attempt each modification once per day, per creature. After one minute, Miran can maintain this effect without requiring Concentration. A creature that succeeds on a save against this feature or either of its modifications is immune to this feature, or that specific modification, for one hour.
Bonus Actions
Shapeshange. Miran can shape-shift into a Tiny bat, or back to his true vampire form. While shape-shifted, Miran gains the form’s Speeds but otherwise retains his statistics, can’t speak, is limited in his actions by the forms anatomy, and reverts to his vampire form if slain.
Reactions
One Step Ahead (Recharge 6). When Miran is hit with an attack roll or fails a save caused by another creature, he can reveal that he was an illusion all along. An illusory duplicate instead suffers the consequences of the attack or failed save, then dissipates. Miran then teleports to any free space within 30 feet, revealing “where I have been all along!”
Hissing Retreat (1/Day). When exposed to sunlight, or taking radiant damage, Miran can move up to his movement speed.
Legendary Actions
Miran can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Miran regains spent legendary actions at the start of his turn.
Tumbling. Miran moves up to half his speed and makes a Claws attack.
Change Scene! (Costs 2 Actions). Miran casts an illusion spell of 4th level or lower.