Vampirate Mage

(Boo's Astral Menagerie)

Medium undead, Lawful Evil

Armor Class14 (natural armor)
Hit Points68 (8d8 + 32)
Speed30 ft.
STRDEXCONINTWISCHA
12 (+1) 14 (+2) 18 (+4) 13 (+1) 14 (+2) 15 (+2)
Saving ThrowsCha +5, Wis +5
Skills—
Damage Vulnerabilitiesradiant
Damage Resistances—
Damage Immunitiescold; necrotic; poison
Condition Immunitiescharmed; exhaustion; poisoned
Sensesdarkvision 120 ft., passive Perception 12
Languagesthe languages it knew in life
Challenge5

Traits

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.

Actions

Multiattack.

The mage makes two Ray of Cold attacks.

Energy Drain.

Melee or Ranged Spell Attack Roll: +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 Roll: +5 to hit, range 120 ft., one target. Hit: 11 (2d8 + 2) cold damage.

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