Vampirate Mage

Medium undead, typically lawful evil

Armor Class

14 (natural armor)

Hit Points

68 (8d8 + 32)

Speed

walk 30 ft.

Saves

wis +5, cha +5

Senses

darkvision 120 ft.

Languages

the languages it knew in life

Challenge

5

Proficiency Bonus

+3

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.

Spellcasting

The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13): • At will: mage hand, message • 1/Day: darkness, dimension door, fly, hypnotic pattern

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.