Skip to main content

Lord Pemberton

Challenge
Tags
Terrain
str
16
dex
17
con
17
int
16
wis
13
cha
18

Armor Class 15 (natural armor)

Hit Points 82 (11d8+33; bloodied 41)

Speed 40 ft., climb 30 ft.


Proficiency +3; Maneuver DC 14

Saving Throws Deception +7 (+1d6), Insight +4, Perception +4 (+1d6), Stealth +6 (+1d6)

Skills Arcana +8, Deception +9, Perception +7 (+1d8), Stealth +9

Damage Vulnerabilities radiant

Damage Resistances  cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities poison

Condition Immunities fatigued , frightened , poisoned , rattled

Senses darkvision 120 ft., passive Perception 17

Languages Common, Dwarvish, Elvish, Infernal


Regeneration. Pemberton regains 10 hit points at the start of his turn if he has at least 1 hit point and hasn’t taken radiant damage since his last turn.

Sneak Attack (1/Turn). Pemberton deals an extra 14 (4d6) damage when he 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 Pemberton that isn’t incapacitated and he doesn’t have disadvantage on the attack roll.

Spellcasting. Pemberton is a 5th‐level spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following spells:

Cantrips (at will): mage hand, message, minor illusion, prestidigitation

1st-level (3 slots): alarm, command, find familiar

2nd-level (2 slots): arcanist’s magic aura, invisibility

3rd-level (1 slots): major image

Spider Climb. Pemberton can climb even on difficult surfaces and upside down on ceilings.

Turn Resistance. Pemberton has advantage on saving throws against any effect that turns undead.

Vampire Weaknesses. When Pemberton ends his turn in contact with one of his weaknesses (such as being bathed in sunlight or running water), he takes 20 radiant damage. While in contact with his weakness, Pemberton can’t use his Regeneration trait.


ACTIONS

Multiattack.  Pemberton makes an unarmed strike and bite attack, two unarmed strike attacks, or he attacks twice with his longsword and once with his shortsword.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target that is grappled, incapacitated, restrained, or willing. Hit: 9 (1d10+4) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and Pemberton regains this number of hit points. The reduction lasts until the target finishes a long rest . If the target is reduced to 0 hit points by this attack, it dies.

Magic Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) magical slashing damage.

Magic Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6+4) magical piercing damage.

Unarmed Strike.  Melee Weapon Attack:  +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) bludgeoning damage. Instead of dealing damage, Pemberton can grapple the target (escape DC 14).

Charm (Gaze). Pemberton magically targets a creature within 30 feet, forcing it to make a DC 15 Wisdom saving throw . If the target has at least one level of strife , it makes this saving throw with disadvantage . On a failure, the target is charmed by Pemberton for 24 hours. While charmed it regards him as a trusted friend and is a willing target for his bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to Pemberton’s Charm for 24 hours.

Mist Form. Pemberton transforms into a mist or back into his true form. As mist he has a flying speed of 30 ft., can’t speak, can’t take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. He can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Anything Pemberton’s carrying transforms with him.


BONUS ACTIONS

Cunning Action (1/Turn). On each of his turns, Pemberton can take the Dash, Disengage, or Hide action.


REACTIONS

Rapid Escape (1/ Long Rest ). When an attack or spell would reduce Pemberton to 0 hit points, he is reduced to 1 hit point, transforms into a cloud of mist, and moves 40 feet.

Unholy Wound (While Bloodied ). When Pemberton hits the same creature with his longsword and shortsword on his turn, or when he scores a critical hit, he can deliver an unholy wound that deals 3 (1d6) ongoing damage or increases the damage of an existing unholy wound by 3 (1d6). The ongoing damage ends when a creature uses an action to stanch the wound with a DC 14 Medicine check or when it receives magical healing.

Behavior

Lord Pemberton begins the combat hiding as a statue 30 feet away from Nemirtvi and he uses the same tactics—exploding out to wreak havoc on the PCs before disappearing again amongst the lifelike wax carvings. He flanks with Nemirtvi but otherwise attempts to draw away tougher opponents so his master can destroy weaker foes first.

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.