Count Batty

Medium undead, chaotic evil

Armor Class

16 (natural armor)

Hit Points

97 (15d8 + 30)

Speed

40 ft., fly 80 ft.

Saves

Dex +7, Wis +7, Cha +8

Skills

Insight +7, Perception +7, Stealth +7

Senses

darkvision 120 ft.

Languages

Common, Sylvan

Challenge

10

Regeneration

Count Batty 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 he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.

Spellcasting

Count Batty is a 12th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). He can cast the following spells • Cantrips (at will): chill touch, mage hand, poison spray, prestidigitation • 1st level (4 slots): comprehend languages, fog cloud, ray of sickness, sleep • 2nd level (3 slots): detect thoughts, gust of wind, mirror image • 3rd level (3 slots): animate dead, bestow curse, nondetection • 4th level (1 slot): blight, confusion, greater invisibility • 5th level (1 slot): animate objects, dominate person

Spider Climb

Count Batty can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Hypersensitivity

Count Batty takes 20 radiant damage when he starts his turn in sunlight. While in the sunlight, he has disadvantage on attack rolls and ability checks.

Actions

Bite

Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is incapacitated or restrained. Hit: 9 (1d6 + 6) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the count regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the count's control.

Charm

Count Batty targets one humanoid he can see within 30 feet. If the target can hear him, the target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed. The charmed target regards the count as a trusted friend to be heeded and protected. Each time the count 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 12 hours or until the count is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.