Abhartach
Small undead (shapechanger), lawful evil
Armor Class 16 (natural armor)
Hit Points 105 (14d6 + 56)
Speed 30 ft., climb 30 ft.
STR 20 (+5) · DEX 14 (+2) · CON 18 (+4) · INT 14 (+2) · WIS 12 (+1) · CHA 16 (+3)
Saving Throws Str +9, Con +8, Wis +5
Skills Arcana +6, Intimidation +7, Perception +5, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t made of yew wood
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Common, Druidic, Infernal
Challenge 7 (2,900 XP)
Traits
Stone-Dense Body. Abhartach has advantage on Strength checks and Strength saving throws made to resist being moved, grappled, or knocked prone.
Regeneration. Abhartach regains 20 hit points at the start of his turn if he has at least 1 hit point. If he takes radiant damage or damage from a yew-wood weapon, this trait doesn’t function at the start of his next turn.
Sunlight Sensitivity. While in sunlight, Abhartach has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Yew Anathema. Melee attacks made with weapons fashioned from yew wood count as magical for the purpose of overcoming Abhartach’s resistances, and a critical hit from such a weapon instantly ends his Regeneration until the end of his next turn.
Actions
Multiattack. Abhartach makes two Slam attacks. He may replace one Slam attack with Blood Drink against a grappled or restrained creature.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) necrotic damage.
Blood Drink. Melee Weapon Attack: +8 to hit, reach 5 ft., one willing, incapacitated, or grappled creature. Hit: 7 (1d6 + 5) piercing damage plus 14 (4d6) necrotic damage, and Abhartach regains hit points equal to the necrotic damage dealt.
Grasping Roots (Recharge 5–6). Abhartach causes roots to erupt from the ground at up to three creatures he can see within 30 feet. Each target must succeed on a DC 16 Strength saving throw or take 13 (3d8) bludgeoning damage and be restrained as the roots wrap around it. On a successful save, the creature takes half damage and isn’t restrained. A restrained creature can use its action to attempt a DC 16 Strength check, freeing itself on a success. The roots wither after 1 minute or if Abhartach is reduced to 0 hit points.
Bonus Actions
Burst of Motion. Abhartach magically teleports up to 30 feet to an unoccupied space he can see. If he ends this teleport within 5 feet of a creature, that creature must succeed on a DC 15 Wisdom saving throw or be frightened of Abhartach until the end of the creature’s next turn.
Reactions
Unyielding Flesh (1/Day). When Abhartach fails a Strength or Constitution saving throw, he can choose to succeed instead.
Lore
A dwarf tyrant and sorcerer who keeps climbing out of his grave, forcing his subjects to bleed into his cup to sustain his power.
The name Abhartach is traditionally traced back to the Gaelic abhac, which literally means “dwarf.” The legend attached to this name reaches deep into the past—roughly the 5th century—and tells of a ruthless tyrant and mighty sorcerer.
In the tales he is described as a stocky, disproportionately built man of extremely short stature, about four feet tall (roughly 120 cm). Some versions mention physical deformities—a crooked spine or misshapen limbs—that in life stirred deep insecurities, later hardening into cruelty and pitilessness. Yet despite his height, his body had the density of stone and an inhuman physical power. Some say this came from extraordinarily developed muscles; others insist his physique was inseparable from the magic that fed him. Distinctive features were his red hair and deep-set eyes.
From Vampire Bestiary 5E, p. 8 · Fern Flower Press