# CODEX OF THREATS AND ALLIES
###### tags: `E5E`, `Palant`, `bestiary`
[toc]
## SOLDIERS
### Soldier
>*Medium humanoid (any race), any alignment*
>___
>- **Armor Class** 17 (scale mail, shield)
>- **Hit Points** 30 (4d8 + 12)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|16 (+3)|10 (+0)|14 (+2)|11 (+0)|
>___
>- **Skills** Athletics +5, Perception +4, Survival +4
>- **Damage Resistances** poison
>- **Senses** passive Perception 14
>- **Languages** Common and racial or regional language
>- **Challenge** 1 (200 XP)
>___
>### Actions
>***Multiattack.*** The soldier makes two longsword attacks.
>
>***Longsword.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage.
>
>***Javelin.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
>
>### Reactions
>***Protection.*** When an attacker the soldier can see makes an attack roll against a creature within 5 feet of the warforged, the soldier can impose disadvantage on the attack roll.
>
___
### Soldier (variant)
>*Medium humanoid (any race), any alignment*
>___
>- **Armor Class** 18 (chain mail, shield)
>- **Hit Points** 27 (5d8 + 5)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|10 (+0)|12 (+1)|10 (+0)|12 (+1)|10 (+0)|
>___
>- **Saving Throws** Str +4, Con +3
>- **Skills** Athletics +4, Perception +3
>- **Senses** passive Perception 13
>- **Languages** Common and racial or regional
>- **Challenge** 1 (200 XP)
>___
>### Actions
>***Multiattack.*** Soldier makes two melee attacks.
>
>***Longsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) slashing damage.
>
>***Heavy Crossbow.*** *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. *Hit:* 5 (1d10) piercing damage.
>
>### Reactions
>***Parry.*** When an attacker hits soldier with a melee attack and soldier can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon.
>
___
### Soldier (variant 2)
>*Medium humanoid (any race), any alignment*
>___
>- **Armor Class** 18 (chain mail, shield)
>- **Hit Points** 16 (3d8 + 3)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|12 (+1)|10 (+0)|11 (+0)|11 (+0)|
>___
>- **Skills** Athletics +3, Perception +2
>- **Senses** passive Perception 12
>- **Languages** any one language (usually Common)
>- **Challenge** 1/2 (100 XP)
>___
>***Formation Tactics.*** The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally.
>
>### Actions
>***Multiattack.*** The soldier makes two melee attacks.
>
>***Longsword.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
>
___
### Soldier, Infantry
>*Medium humanoid, any alignment*
>___
>- **Armor Class** 18 (scale mail, shield)
>- **Hit Points** 22 (4d8 + 4)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|14 (+2)|12 (+1)|10 (+0)|12 (+1)|11 (+0)|
>___
>- **Saving Throws** Con +1, Wis +1
>- **Skills** Perception +1, Stealth +2, Athletics +2, Survival +1
>- **Senses** passive Perception 11
>- **Languages** Common
>- **Challenge** 1 (200 XP)
>___
>***Weapon and Shield style.*** When soldier use non-heavy melee weapon with shield he gain bonus +2 to damage rolls with this weapon
>
>***Weapon Training.*** Soldier gain bonus +1 to hit with weapon attacks.
>
>### Actions
>***Battleaxe.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack.
>
>***Spear.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage in melee, or 5 (1d6 + 2) piercing damage at range, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
>
>***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 6 (1d4 + 4) piercing damage in melee, or 4 (1d4 + 2) piercing damage at range.
>
>***Javelin.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage in melee, or 5 (1d6 + 2) piercing damage at range.
>
>***Crossbow, light.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
>
>### Reactions
>***Parry.***
>
___
### Soldier, Archer
>*Medium humanoid, any alignment*
>___
>- **Armor Class** 16 (scale mail)
>- **Hit Points** 22 (4d8 + 4)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|14 (+2)|12 (+1)|11 (+0)|14 (+2)|10 (+0)|
>___
>- **Saving Throws** Dex +4, Con +3
>- **Skills** Athletics +3, Perception +4, Stealth +4, Survival +4
>- **Senses** passive Perception 14
>- **Languages** Common
>- **Challenge** 1/2 (100 XP)
>___
>***Keen Sight.*** the soldier, archer has advantage on Wisdom (perception) checks that rely on sight.
>
>***Archery.*** Archer gains bonus +2 to hit with ranged weapons.
>
>### Actions
>***Longbow.*** *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
>
>***Shortsword.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
>
>***Spear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage in melee, or 4 (1d6 + 1) piercing damage at range, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
>
___
## Tasar Dashkev
>*Medium half-elf, unaligned*
>___
>- **Armor Class** 15 (chain shirt)
>- **Hit Points** 27 (5d8 + 5)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|15 (+2)|14 (+2)|12 (+1)|13 (+1)|14 (+2)|12 (+1)|
>___
>- **Saving Throws** Dex +4, Int +3
>- **Skills** Acrobatics +4, Perception +4, Sleight of Hand +4, Stealth +4, Deception +3
>- **Senses** darkvision 60ft., passive Perception 14
>- **Languages** Common, Elvish
>- **Challenge** 3 (700 XP)
>___
>***Archery.***
>
>***Weapon Training.***
>
>***Sneak Attack.*** Tasar Dashkev deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Tasar Dashkev that isn't incapacitated and Tasar Dashkev doesn't have disadvantage on the attack roll.
>
>### Actions
>***Multiattack.***
>
>***Longbow.*** *Ranged Weapon Attack:* +6 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
>
>***Scimitar.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
>
>***Dagger.*** *Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage in melee, or 4 (1d4 + 2) piercing damage at range.
>
>### Reactions
>***Parry.***
___
### Lord Bran Icespear
>*Medium human (illuskan), unaligned*
>___
>- **Armor Class** 16 (chain shirt +1)
>- **Hit Points** 39 (6d10 + 6)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|12 (+1)|14 (+2)|15 (+2)|16 (+3)|
>___
>- **Saving Throws** Str +6, Con +4
>- **Skills** Athletics +6, Perception +5, Investigation +5, History +5
>- **Senses** passive Perception 15
>- **Languages** Common
>- **Challenge** 5 (1800 XP)
>___
>***Fighting style: Dueling.*** Bran adds bonus +2 to damage with one-handed weapon
>
>***Second Wind (bonus action, 1 / Long Rest).*** Bran can restore 11(1d10+6) hp as bonus action.
>
>***Action Surge (1/SR).*** Bran can take one addtional action.
>
>***Inspiring Leader.***
>
>***Special equipment.***
>
>### Actions
>***Multiattack.*** Bran Icespear makes two weapon attacks.
>
>***Longsword "Orc bane".*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 6) slashing damage, or 8 (1d10 + 4) slashing damage if used with two hands to make a melee attack plus 4(1d6) slashing damage if target is orc.
>
>***Shortsword.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 5) piercing damage.
>
>***Masterwork Longbow.*** *Ranged Weapon Attack:* +7 to hit, range 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
>
___
## HORSES
### Heavy Warhorse
>*Large beast (horse), unaligned*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 34 (4d10 + 12)
>- **Speed** 50 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|17 (+3)|2 (–4)|12 (+1)|7 (–2)|
>___
>- **Saving Throws** Con +5
>- **Skills** Athletics +6, Perception +3
>- **Senses** passive Perception 13
>- **Languages** —
>- **Challenge** 1 (200 XP)
>___
>***Rider control.*** If rider is nearby, heavy warhorse has advantage on saving throws against charmed and frightened condition.
>
>***Heavy Combat Trained.*** Heavy warhorse is proficient with light, medium and heavy armor. Also a rider on heavy warhorse gets a advantage on all checks to maintain control or not dropping from saddle.
>
>### Actions
>***Hooves.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
>
>### Description
>Possible traits
>Any heavy warhorse can have three of those traits.
>**Trampling Charge.** If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
>**Mobile Charge.** After galloping for 20 feet or more, this creature does not provoke attacks of opportunity when moving in or out of range of any enemy.
>**Endurance.** A heavy warhorse makes Constitution saving throw against exhaustion with an advantage.
>**Run.** A heavy warhorse can make a Dash as bonus action.
>
___
### Light Warhorse
>*Large beast (horse), unaligned*
>___
>- **Armor Class** 13 (natural armor)
>- **Hit Points** 25 (3d10 + 9)
>- **Speed** 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|17 (+3)|2 (–4)|12 (+1)|7 (–2)|
>___
>- **Saving Throws** Con +3
>- **Skills** Athletics +3, Perception +1
>- **Senses** passive Perception 11
>- **Languages** —
>- **Challenge** 1 (200 XP)
>___
>***Rider control.*** If rider is nearby, light warhorse has advantage on saving throws against charmed and frightened condition.
>
>***Combat trained.*** Light warhorse is proficient with light and medium armor. Also a rider on heavy warhorse gets a advantage on all checks to maintain control or not dropping from saddle.
>
>### Actions
>***Hooves.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) bludgeoning damage.
>
>### Description
>Possible traits
>Any light warhorse can have two of those traits.
>**Mobile Charge.** After galloping for 20 feet or more, this creature does not provoke attacks of opportunity when moving in or out of range of any enemy.
>**Trampling Charge.** If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
>E**Endurance.** A light warhorse makes Constitution saving throw against exhausted with advantage.
>**Run.** A light warhorse can make a Dash as bonus action.
___
## ANIMALS
### Dire Bear
>*Huge beast, unaligned*
>___
>- **Armor Class** 16 (natural armor)
>- **Hit Points** 94 (9d12 + 36)
>- **Speed** 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|23 (+6)|12 (+1)|19 (+4)|4 (–3)|14 (+2)|9 (–1)|
>___
>- **Saving Throws** Con +7, Wis +5
>- **Skills** Perception +5
>- **Senses** darkvision 60 ft., passive Perception 15
>- **Languages** —
>- **Challenge** 6 (2300 XP)
>___
>***Keen Smell.*** Dire Bear has advantage on Wisdom (perception) checks that rely on smell.
>
>***Ferocious.*** The dire bear has advantage on saving throws against effects that would charm or frighten it.
>
>### Actions
>***Multiattack.*** The dire bear makes three attacks: one with its bite and two with its claws.
>
>***Bite.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 15 (2d8 + 6) piercing damage.
>
>***Claws.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 16 (3d6 + 6) slashing damage.
>
>### Description
>While similar to the average bear in terms of its looks, the dire bear is a far more dangerous creature to encounter in the wilderness. It stands nearly twice the size of a normal cave bear, and its thick skin is partially covered in hard, bone-like protrusions that act as its armor and natural weaponry. The dire bear is also far more aggressive than its natural-born cousins, its demonic origins manifesting in an unusually strong hunger for flesh and blood.
___
## OTHER
___
___
### Wolfhound
>*Medium beast, unaligned*
>___
>- **Armor Class** 15 (natural armor)
>- **Hit Points** 26 (4d8 + 8)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|14 (+2)|3 (–4)|14 (+2)|8 (–1)|
>___
>- **Saving Throws** Wis +2, Cha –1
>- **Skills** Athletics +3, Perception +2, Stealth +2, Survival +2
>- **Senses** passive Perception 12
>- **Languages** —
>- **Challenge** 1/2 (100 XP)
>___
>***Keen Hearing and Smell.*** The wolfhound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
>
>***Pack Tactics.*** The wolfhound has advantage on an attack roll against a creature if at least one of the wolfhound's allies is within 5 feet of the creature and the ally isn't incapacitated .
>
>### Actions
>***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
>
___
### Silver Marches Commoner
>*Medium humanoid, any alignment*
>___
>- **Armor Class** 10
>- **Hit Points** 11 (2d8 + 2)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|12 (+1)|12 (+1)|12 (+1)|10 (+0)|10 (+0)|10 (+0)|
>___
>- **Skills** Survival +2
>- **Senses** passive Perception 10
>- **Languages** Common
>- **Challenge** 1/8 (25 XP)
>___
>***Martial Training.*** Silver Marches Commoner is proficient with two martial weapons of his choice. Usually it is battleaxe and longbow.
>Also Silver Marches Commoner is proficient with leather, studded leather and hide armor.
>
### Bandit
>*Medium humanoid, any alignment*
>___
>- **Armor Class** 12 (leather)
>- **Hit Points** 11 (2d8 + 2)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|13 (+1)|12 (+1)|12 (+1)|10 (+0)|10 (+0)|10 (+0)|
>___
>- **Saving Throws** Con +3
>- **Skills** Stealth +3, Perception +2, Athletics +3
>- **Senses** passive Perception 12
>- **Languages** Common, Illuskan
>- **Challenge** 1/8 (25 XP)
>___
>### Actions
>***Spear.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage in melee, or 4 (1d6 + 1) piercing damage at range, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
>
>***Handaxe.*** *Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage in melee, or 4 (1d6 + 1) slashing damage at range.
>
>***Hunting Shortbow.*** *Ranged Weapon Attack:* +3 to hit, range 80/160 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
>
___
### Ranger
>*Medium humanoid, any alignment*
>___
>- **Armor Class** 15 (chain shirt)
>- **Hit Points** 27 (5d8 + 5)
>- **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|14 (+2)|12 (+1)|11 (+0)|13 (+1)|11 (+0)|
>___
>- **Saving Throws** Wis +3
>- **Skills** Nature +2, Perception +3, Stealth +4, Survival +3
>- **Senses** passive Perception 13
>- **Languages** Common, Dwarvish
>- **Challenge** 1 (200 XP)
>___
>***Natural Explorer (forest)..*** When in forest, ranger double his proficiency bonus to all Intelligence and Wisdom based skills in cases related to forest terrain. Also in forest Ranger can move on fast travel and still be sneaky if he is solo.
>
>***Spellcasting.*** Ranger is a 5th-level spellcaster. Ranger's spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Ranger has the following ranger spells prepared:
>
>1st level (4 slots): *hunter's mark*, *cure wounds*, *longstrider*
>2nd level (2 slots): *healing spirit*
>
>***Horde Breaker.*** One time on his turn Ranger can attack one target who is 5 ft near other target, already attacked by ranger in this turn.
>
>### Actions
>***Multiattack.*** Ranger makes two weapon attacks.
>
>***Longbow.*** *Ranged Weapon Attack:* +4 to hit, range 150/600 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
>
>***Scimitar.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
___
## BOSSES
### Morg
>*Large undead (shapechanger), chaotic evil*
>___
>- **Armor Class** 19 (natural armor)
>- **Hit Points** 178 (17d12 + 68)
>- **Speed** 40 ft., fly 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|22 (+6)|14 (+2)|18 (+4)|11 (+0)|18 (+4)|14 (+2)|
>___
>- **Saving Throws** Dex +7, Int +5, Wis +9, Cha +7
>- **Skills** Nature +5, Perception +9, Stealth +7, Survival +9
>- **Damage Resistances** cold, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
>- **Damage Immunities** poison
>- **Condition Immunities** , charmed, paralyzed, poisoned, sleep
>- **Senses** darkvision 120 ft., passive Perception 19
>- **Languages** Common, Giant
>- **Challenge** 15 (13,000 XP)
>___
>***Shapechanger.*** If Morg isn't in sunlight or running water, he can use its action to polymorph into a Giant Owl, Tiny bat, Dire bear or a Medium cloud of mist, or back into its true form.
>While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
>While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
>
>***Legendary Resistance (3/Day).*** If Morg fails a saving throw, he can choose to succeed instead.
>
>***Misty Escape.*** When he drops to 0 hit points outside its resting place, Morg transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that heisn't in sunlight or running water. If hecan't transform, heis destroyed.
>While it has 0 hit points in mist form, he can't revert to its vampire form, and hemust reach its resting place within 2 hours or be destroyed. Once in his resting place, hereverts to its vampire form. He is then paralyzed until he regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
>
>***Regeneration.*** Morg regains 20 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 Morg takes radiant damage or damage from holy water, this trait doesn't function at the start of Morg's next turn.
>
>***Spellcasting.*** The vampire is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The vampire has the following druid spells prepared:
>
>Cantrips (at will): *druidcraft*, *poison spray*, *produce flame*
>1st level (4 slots): *absorb elements*, *entangle*, *thunderwave*
>2nd level: *beast sense*, *flame blade*, *heat metal*, *hold person*
>3rd level (3 slots): *call lightning*, *dispel magic*, *fly*, *lightning bolt*
>4th level (3 slots): *blight*, *guardian of nature*, *ice storm*
>5th level (1 slot): *insect plague*
>
>
>***Spider Climb.*** Morg can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
>
>***Vampire Weaknesses.*** Morg has the following flaws:
>*Forbiddance.* Morg can't enter a residence without an invitation from one of the occupants.
>*Harmed by Running Water.* The vampire takes 20 acid damage if it ends its turn in running water.
>*Stake to the Heart.* If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
>*Sunlight Hypersensitivity.* The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
>
>### Actions
>***Multiattack (Vampire Form Only).*** The vampire makes two attacks, only one of which can be a bite attack.
>
>***Unarmed Strike (Vampire Form Only).*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one creature. *Hit:* 15 (2d8 + 6) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 20).
>
>***Bite (Bat or Vampire Form Only).*** *Melee Weapon Attack:* +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Morg, incapacitated, or restrained. *Hit:* 13 (2d6 + 6) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Morg 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Morg's control.
>
>***Charm.*** Morg targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Morg. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under Morg's control, it takes the his requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
>Each time Morg or the Morg's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Morg is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
>
>***Children of the Night (1/Day).*** Morg magically calls 2d4 swarms of **bats** or **rats**, provided that the sun isn't up. While outdoors, Morg can call 3d6 **wolves** instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until Morg dies, or until Morg dismisses them as a bonus action.
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>### Legendary Actions
>The Morg can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The morg regains spent legendary actions at the start of its turn.
>
>- **Move.** Morg moves up to its speed without provoking opportunity attacks.
>- **Unarmed Strike.** Morg makes one unarmed strike.
>- **Bite (Costs 2 Actions).** Morg makes one bite attack.