Vetala

Large undead, chaotic evil

Armor Class 17 (natural armor)

Hit Points 135 (18d8 + 54)

Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
19 (5) 9 (-1) 16 (3) 6 (-2) 10 (0) 5 (-3)
  • Damage Immunities necrotic, poison

    Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned, prone

    Senses darkvision 120 ft., passive Perception 18

    Languages -

    Challenge 10 (5,900 XP)

  • Legendary Resistance (3/day). If the vetala fails a saving throw, it can choose to succeed instead.

    Turn Immunity. The vetala is immune to effects that turn undead.

    Sunlight Sensitivity. While in sunlight, the vetala has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

    Eternal Resurrection. Unless the vetala is killed on consecrated ground, it’s soul returns to the earth to seek a new host. The following full moon they resurrect a corpse within 1 mile, regardless of how long that corpse has been dead or the state of the remains (the DM should choose a dramatically appropriate persona, or a random humanoid NPC profile), appearing to be themselves but with no recollection of their former lives. If they live until the new moon, they transform into a vetala.

    Actions

    Multiattack. The vetala makes two claw attacks and a bite attack.

    Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creatures skin begins to fester and rot. It takes 7 (1d6 + 4) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. The creature cannot regain hit points unless they are in direct sunlight, and the disease can be removed only by heal or another disease curing spell of 6th-level or higher.

    Every 24 hours, the target takes 7 (1d6 + 4) necrotic damage and it’s hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0.

    A humanoid slain by the necrotic damage from this attack, or the ensuing disease, rises on the next full moon, appearing to be themselves but with no recollection of their former lives. If they live until the new moon, they transform into a vetala.

  • Legendary Actions

    The vetala 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 vetala regains spent legendary actions at the start of its turn.

    Trample. The vetala moves up to its speed, and can end its movement in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target’s choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage. On a successful save, the creature takes only half damage, isn’t knocked prone, and is pushed 5 ft into an unoccupied space of the target’s choice. If no unoccupied space is within range, the creature instead falls prone in the vetala’s space.

    Frenzy. The vetala makes two claw attacks.

    Chomp. The vetala makes a bite attack.

Vetala are an unusual type of undead that possesses the bones of the dead. Once they have possessed the remains they fashion a new body, physically identical to how the being appeared in life. They walk among the living until the following new moon, unaware of what they are or who they were in life, appearing as a normal, if amnesiac, mortal. On the new moon they transform, their bodies erupting in a mass of flesh and fang. Their large bear-like bodies are raw flesh and their heads appear stripped to the bone, with massive canine teeth. Once they have transformed, they proceed to devour any humanoids that they find, leaving behind only a pile of shredded flesh and crushed bone. If they are not killed before the full moon their bodies collapse to rot in the sun, and their spirits return to the earth to possess a new corpse.