16 (natural armor)
161 (17d10 + 68)
walk 40 ft., fly 60 ft.
Dexterity +9, Wisdom + 7, Charisma + 7
Perception +7, Stealth +9
cold, fire, lightning, necrotic; bludgeoning, piercing and slashing from nonmagical attacks
Poison
Poisoned
Darkvision 120 ft.
Abyssal, telepathy 120 ft.
14
If Dag'drirath isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Large cloud of mist, or back into its true form. While in bat form, Dag'drirath can't speak, its walking speed is 5 feet, and it has a flying speed of 30 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 mist form, Dag'drirath can't take any actions, speak, or manipulate objects. It 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 it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
If Dag'drirath fails a saving throw, it can choose to succeed instead
Dag'drirath has advantage on saving throws against spells and other magical effects
When it drops to 0 hit points outside its resting place, Dag'drirath transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. While it has 0 hit points in mist form, it can't revert to its vrock form, and it must reach its resting place, the Blood Red Ruby (see area 6 of Darkstone Mines in Chapter 6) within 2 hours or be destroyed. After spending 1 hour in the Blood Red Ruby with 0 hit points, it regains 1 hit point.
Dag'drirath regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Dag'drirath takes radiant damage or damage from holy water, this trait doesn't function at the start of Dag'drirath's next turn.
Dag'drirath can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Dag'drirath has the following flaws: • Forbiddance: Dag'drirath can't enter a residence without an invitation from one of the occupants. • Harmed by Running Water: Dag'drirath takes 20 acid damage if it ends its turn in running water. • Sunlight Hypersensitivity: Dag'drirath takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks
Dag'drirath makes two attacks: one with its beak and one with its talons.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) 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 Dag'drirath 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 Dag'drirath's control.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. Instead of dealing damage, Dag'drirath can grapple the target (escape DC 18).
Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Dag'drirath, incapacitated, or restrained. Hit: 7 (1d6 + 4) 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 Dag'drirath 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 Dag'drirath's control.
A 15-foot-radius cloud of toxic spores extends out from Dag'drirath. The spores spread around corners. Each creature in that area must succeed on a DC 17 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
Dag'drirath emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 17 Constitution saving throw or be stunned until the end of the Dag'drirath's next turn.
Dag'drirath targets one humanoid it can see within 30 feet of it. If the target can see Dag'drirath, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Dag'drirath. The charmed target regards Dag'drirath as a trusted friend to be heeded and protected. Although the target isn't under Dag'drirath's control, it takes the Dag'drirath's requests or actions in the most favorable way it can, and it is a willing target for Dag'drirath's beak or bite attack. Each time Dag'drirath or its 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 Dag'drirath is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Dag'drirath magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, Dag'drirath can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Dag'drirath and obeying its spoken commands. The beasts remain for 1 hour, until Dag'drirath dies, or until Dag'drirath dismisses them as a bonus action.
Dag'drirath 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's turn. Dag'drirath regains spent legendary actions at the start of its turn.
Dag'drirath moves up to its speed without provoking opportunity attacks.
Dag'drirath makes one talon attack
Dag'drirath makes one bite or beak attack.