Nocturn Humanoid Undead, Lawful Evil Armor Class 16

16 Hit Points 144(17d8 + 68)

144(17d8 + 68) Speed 30ft. STR DEX CON INT WIS CHA 18 (+2) 18 (+0) 18 (-4) 17 (-3) 15 (+2) 18 (+0) Damage Resistances Necrotic

Necrotic Condition Immunities Charmed

Charmed Senses Passive Perception 17, Darkvision

Passive Perception 17, Darkvision Languages Undercommon, Abyssal, Elven, Common,

Undercommon, Abyssal, Elven, Common, Challenge 12 Link Equip As an action Nocturn calls upon the power of her link and gains the following benifits: A fly speed of 30

The abilities below

If Nocturn reaches 0 hit points she loses all these abilites.

Legendary Resistance lf Nocturn fails a saving throw, she can choose to succeed instead.

Regeneration Nocturn regains 20 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water. If Nocturn takes radiant damage or damage from holy water, this trait doesn't function at the start of her next turn

Multiattack Nocturn can attack twice per turn

Vampiric Weakness Nocturn has the following flaws:

Harmed by Running Nocturn takes 5 acid damage if she ends her turn in running water.

Sunlight Hypersensitivity The vampire takes 5 radiant damage when it starts its turn in sunlight.

Spellcasting Nocturn is a 9th-level spellcaster. her spellcasting ability is Charisma (spell save DC 'l4, +6 to hit with spell attacks). Nocturn has the following spells prepared:

Cantrips (at will): Eldritch Blast, Poison Spray, Chill Touch 3rd level (0 slots): Vampiric Touch

4th level (0 slots): Dimension Door

5th level (10 slot) Actions

Blood Drinker Nocturn can cast Vampiric touch at a range of 30ft at 10th level while expending a 5th level spell slot (Recharge 4-6)

Rapier Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit (1d8 + 4)