statblock: true
image: [[escher.jpeg]]
name: Escher, Vampire Consort
source:
- Curse of Strahd
type: undead
subtype: vampire
size: Medium
alignment: neutral evil
hp: 82
ac: 15
speed: 30 ft., fly 30 ft. (bat form)
stats: [16, 16, 16, 11, 10, 16]
damage_resistances: necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
damage_immunities: poison
condition_immunities: charmed, exhaustion, frightened, poisoned
saves:
dexterity: "+6"
wisdom: "+3"
skillsaves:
perception: "+3"
stealth: "+6"
senses: darkvision 120 ft., passive Perception 17
languages: Common, Elvish
cr: "5"
traits:
- name: Regeneration
desc: >-
Escher 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 Escher takes radiant damage or damage from Holy Water, this trait doesn't function at the start of his next turn.
- name: Spider Climb
desc: Escher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- name: Vampire Weaknesses.
desc: Escher regains 20 hit points at the start of his turn if he has at least 1 hit point and isn’t in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of his next turn.
- name: Spider Climb
desc: Escher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- name: Vampire Weaknesses
desc: >-
Escher has the following flaws:
- Forbiddance: He can’t enter a residence without an invitation from one of the occupants.
- Harmed by Running Water: He takes 20 acid damage if he ends his turn in running water.
- Stake to the Heart: If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
- Sunlight Hypersensitivity: While in sunlight, Escher takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.
actions:
- name: Multiattack
desc: Escher makes two attacks, only one of which can be a bite Attack.
- name: Claws
desc: >-
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, Escher can grapple the target (escape DC 13).
- name: Rapier
desc: >-
Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage
- name: Bite
desc: >-
MeleeWeapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by Escher, Incapacitated, or Restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Escher 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.
- name: Taunt (2/Day)
desc: >-
Escher can use a bonus action on his turn to target one creature within 30 feet of him. If the target can hear Escher, the atarget must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Escher's next turn.
bonus_actions: []
reactions:
- name: Parry and Counter
desc: >-
While wielding his rapier, Escher adds 2 to his AC against one melee or ranged weapon attack that would hit him. If the attack misses, Escher can make one melee attack against the attacker if it is within his reach.
mythic_actions: []
spells:
- "Escher is a 4th-level spellcaster. His spellcasting ability is his Charisma (spell save DC 14, +6 to hit with spell attacks). Escher has the following spells prepared:"
- Cantrips (at-will): friends, prestidigitation, vicious mockery
- 1st Level (4 slots): charm person, heroism, sleep, dissonant whispers, faerie fire
- 2nd Level (3 slots): invisibility, crown of madness
spellsNotes: ""
lair_actions: []Escher Statblock