The Red Ghost of Petria CR: 13
Medium undead, humanoid,
Armor Class: 17 (Studded Leather)
Hit Points: 230
Speed:
30 ft
, climb: 10 ft
Saving Throws: Str +7, Dex +9, Con +8
Skills: Athletics +9, Intimidation +8, Perception +5, Persuasion +8
Damage Resistances: Necrotic, Poison
Damage Immunities: Cold
Condition Immunities: Poisoned
Senses: Dark Vision, Passive Perception 15
Challenge Rating: 13
( 10,000 XP)
Proficiency Bonus: +4
At will:
Sword Burst: All other creatures within 5 feet of you must succeed on a DC16 Dexterity saving throw or take 2d6 force damage.
Booming Blade: Make a Melee attack. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 2d8 thunder damage, and the spell ends.
Primal Savagery:Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 2d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
SPECIAL ABILITIES
Indomitable (3/Day): The Red Ghost can reroll a saving throw it fails. It must use the new roll.
Cursed Transformation:
When the Red Ghost drops to 0 hp, he immediately activates his Cursed Transformation, causing Initiative to be rerolled.
This occurs regardless of turn order.
He becomes a large creature and heals 100 hp.
He also gains Regeneration (1d10 on first turn of the round) and acts twice per round.
In return he loses access to any feature marked in
Itallics
TRANSFORMED
Charge. If the Red Ghost moves at least 10 feet straight toward a target and then hits it with a Claw attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Actions
Multiattack. The Ghost can choose to make either: 2 Stygian Blade attacks, or 1 Stygian Blade Attack and cast one Spell.
Stygian Blade.: +12 to hit, reach 5 ft., one target.
Hit: 1d6 + 7 slashing damage.
CRIMSON RITE: If your rite is active, add 1d10 Cold damage.
TRANSFORMED
Multiattack: The Red Ghost makes four Claw attacks
Claw:+12 to hit, 2d6+5 damage
Bonus Actions
Blood Curse: Take 10 Almighty damage, then activate one Blood Curse
Chilling Rite
Take 1d10 Almighty damage. Your weapon attacks gain an additional effect. This is a free action at the start of the fight
Reactions
Shield: . An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Expend a first level spell slot
Hellish Rebuke: You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. Expend a first level spell slot.
Legendary Actions
The Red Ghost 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. The Red Ghost regains spent legendary actions at the start of its turn.
Move. The Red Ghost moves up to its speed without provoking opportunity attacks.
Stygian Blade. The vampire makes one Stygian Blade attack.
Blood Curse (Costs 2 Actions). The Red Ghost activates one Blood Curse
Lair Actions
BLOOD CURSES
Curse of Corrosion
The Red Ghost infuses his blade with foul energies. The next creature to be hit by his Stygian Blade becomes Poisoned and takes 2d6 Necrotic Damage.
The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.
Curse of the Marked
The Red Ghost marks a creature that he can see within 30 feet. Until the end of his turn, his Stygian Blade deals an additional 1d10 Cold Damage, and his next attack has Advantage.
Curse of the Dullard
The Red Ghost curses a creature it can see within 30 feet that is concentrating on a spell or using a feature that requires concentration. That creature has disadvantage on all Constitution saving throws made to maintain concentration until the start of the Red Ghost's next turn
TRANSFORMED
Accursed Howl
The Red Ghost unleashes a bloodcurdling howl. Each creature within 60 feet of that can hear succeed on a DC 15 Wisdom saving throw or become frightened of it until the end of its turn. If a creature fails its saving throw by 5 or more, it is stunned while frightened in this way. A creature that succeeds on its saving throw is immune to this blood curse for the next 24 hours.
Weaking Curse
When a creature you can see within 30 feet of you makes an attack, you can use your reaction to subtract 1d10 from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack hits or misses.
Usual Tactics
Take out the backline first
Starts with the gunners, pivots to healer if he sees healing
Uses Move legendary action to avoid being pinned down in Melee
Steel Wind Strike is a finisher
If they lose to him before he transforms, they are invited back to fight with the full party without going through the gauntlet
If they lose after he Transforms, Red-Eye sends fills the chamber with gas to incapacitate the frenzied creature that starts trying to break the glass dome. Red-Eye probably keeps it to experiment on, but he'll tell them his men killed it.
Stygian Blade a +2 Shortsword with the Crimson Rite feature
He is worth more XP if they fully kill him