Mavet Medium Undead, Lawful Evil
STR 18 (+4)
DEX 21 (+5)
CON 20 (+5)
INT 21 (+5)
WIS 15 (+2)
CHA 22 (+6)
Armor Class: 18 (natural armor)
Hit Points: 230 (17d8 + 51)
Speed: 30 ft
Skills: Perception +7, Stealth +9
Damage Resistances: Piercing, Slashing
Damage Immunities: Necrotic
Senses: Darkvision 180 ft., Passive Perception 17
Languages: Common, Abyssal, Infernal, Sylvan
Proficiency Bonus: +5
Traits
Shapechanger
Can take on any medium humanoid form at any time, this does not cost a turn.
Legendary Resistance (3/Day)
If you fail a saving throw, you can choose to succeed instead.
Regeneration
You regain 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water.
If you take radiant damage or damage from holy water, this trait doesn't function at the start of her next turn.
Spider Climb
You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses
Forbiddance
The vampire 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.
Bite. (Bat or Vampire Form Only)
Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature
that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage.
Mavet regains hit points equal to that nectrotic damage. A humanoid slain in this way and then buried in the ground rises the following
night as a vampire spawn under her control.
Charm.
You target one humanoid you can see, within 30 feet of you. If the target can see you, the target must succeed on a DC
17 Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected.
Although the target isn't under her control, it takes her requests or actions in the most favorable way it can, and it is a willing target for her bite attack.
Each time you 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 you are killed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Chill Touch (five times per long rest)
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell
attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points
until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against
you until the end of your next turn.
Regenerate (twice per long rest)
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points.
For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body mem
bers (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously
causes the limb to knit to the stump.
Metor Swarm. (once per long rest)
Blazing orbs of fire plummet to the ground at four different points you can see within range.
Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners.
A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more
than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried. carried.
Maddening Darkness (once per long rest)
Concentration, up to 10 minutes. Magical darkness spreads from a point you choose within range to
fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light,
as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a
creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful on.
Create Spy (once per long rest)
Requres 20 minutes of concentration on a willing subject, or 120 minutes of concentration on an
unwilling subject. After the ritual is cast, the creature goes to 0 HP upon disobeying Mavet, and it has ability to send unlimited Messages to Mavet.
Legendary Actions
Eldritch Blast
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target.
There are 4 beams. On a hit, the target takes 1d10 force damage. +5 modifier to hit.
Toll the Dead
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment.
The target must succeed on a Wisdom saving throw (DC 18) or take 4d8 necrotic damage. If the target is missing any of its hit points, it instead takes 4d12
necrotic damage.
Mythic Action
Desolation If Y (or whichever love interest is being used in your campaign) is killed, shift to the Giant size and take up raven form, and regain full hit points. You are now unable to use legendary actions, but all other combat can proceed as normal. Whichever plane the combat takes place on is cursed to grow no crops for three centuries.
Lair Actions
Mavet's lair on the Shadowfell looks more like a City Hall than a vampiric castle. It is filled with clerks who will obey Mavet in anything, even if it will result in their death. They have 15HP each, +3 to punch 2 points of damage. On initiative 20, the lair shakes and rocks fall from the ceiling. Humanoids must succeed on a DC 18 Dexterity saving throw or take 7 points of damage.
For the Players
In ages past, the Shadowfell was a lawless domain. From time to time a powerful lich or vampire would rise to power, but they were quickly deposed by the relentless tide of violent undead who refused to be bound to another beings will .
Those times are now at an end. For the past century or so, the Shadowfell has been under the rule of Mavet, a vampire of incredible power and strength. It is unclear exactly what specific abilities separate her from the other Vampires in ages past, but the main theory among folks on the street and among the barrow mounds is that rather than employing spies, Mavet is the spy herself. She can appear in multiple bodies at once under many forms and guises, ensuring that she knows exactly what happens in her domain at all times.
It is unclear if this rumor is true or not, but it does seem so given the total control that Mavet has over her many eyes and ears wandering the Shadowfell and her ability to know exactly what they are seeing and hearing without any delay.
Every so often, a powerful undead being will make itself known, sometimes a vampire but not always, and then later it will be revealed that the undead being was either Mavet herself, or at the very least Mavet knows exactly what was going on through its eyes at all times. Sometimes a being will carry out a deed that clearly benefits Mavet and then seemingly vanish off the face of the Earth. Seemingly in 50 different places at once, Mavet has amassed a kingdom of the undead like nothing ever seen before, with an army rivaling anything seen throughout the planes. What her end goal is, nobody can quite say, but whatever it may be, we will certainly see it enacted in the years to come.
For the DM
I typically use a soundtrack when I'm running campaigns. Whenever I play Mavet, however, I turn the soundtrack off during the times when the party is interacting with her to enhance the terror of speaking with her. Often times I like to tone down the emotions of my NPCs to make things more realistic and less cartoonish, but with Mavet I just turn the evil up to 11. In the past I've had her in a relationship with Y (who I also have a character sheet of) and this can help because it gives her something to genuinely care about so she comes off as less of a psychopath, and more of a person who really only cares about amasing power for herself and her partner.
The myth of her being able to split herself into several different people at once comes from two sources. Mavet has the ability to enslave people's minds, in a way similar to Dominate Person, but permanant and more powerful. All of her spies use Message to report back to her everything they see, and are completely unable to betray or disobey her. This has no physical effects on their bodies, although they may take somewhat worse care of themselves.
The other cause of this rumor is that while Mavet cannot shapeshift, she is not above wearing a mask and pretending to be a petty criminal to get infornmation. While the person interacting with her may not know they are speaking with the Queen of the Shadowfell, Mavet doesn't forget who she interacts with, and people who are rude to the unknown petty criminal may find themselves in difficult situations in the following few days after the interaction.
Some things I have done with Mavet are:
- Having the players watch a play in which a character playing Mavet does something stupid, and if the players laugh, later revealing that Y was watching and wants to know what they thought was so funny about it. One way to phrase this is mentioning that everybody else who laughed at that joke is dead, except the players, and she wants to know why that is. This can lead to them offering a specific favor to her, which can lead to a side quest or main quest.
- While conversing, she kills a dwarf and decapitates it, drinking blood from its neck like a cup. Or, an NPC comes in to tell her some news, and she kills them without thinking after the news is delivered. People come and take the body away, and the killing is never explained.
- Going to a new city and being told there are 10 councilmembers/lords/senators whatever you want to call the folks in charge. They realize that all of them are just Mavet in different disguises.
- After a particularly dangerous encounter, before the players are able to take a long rest, they see Mavet, who was hanging from the ceiling the whole time. She says she was enjoying watching them stretch their abilites and become more useful tools for her. She then leaves.