Regeneration. The king regains 5 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 the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Relentless. If the king takes damage that would reduce it to 0 hit points, it must make a constitution saving throw DC(10 + half the damage recived) if succsesful it is reduced to 1 hit point instead.
barbaric. the king has advantage on strength, dexterity and constitution saving throws.
Reckless. At the start of its turn, the king can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Spellcasting. The king is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The king has the following sorcerer spells prepared:
Cantrips (at will): Chill Touch, Fire Bolt, message, Shocking Grasp,
1st level (4 slots): Chromatic Orb (damage type used is thunder)
2nd level (3 slots): Shatter, See Invisibility, Levitate,
3rd level (3 slots): Lightning Bolt, Thunder Step, Counterspell,
4th level (1 slot): Banishment,
Metamagic. the king has 7 sorcery points to use the following feateures:
subtle spell, quickend spell, empowered spell.
Vampire Weaknesses. The king has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The king takes 10 acid damage when it ends its turn in running water.
Stake to the Heart. The king is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The king takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The vampire makes three attacks, only one of which can be a bite attack.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 13 (2d4 + 8) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Longsword. Melee Weapon Attack: +9 to hit, reach 5ft., one creature. Hit: 21 (3d8 + 8) slashing damage.
Kick. Melee Weapon Attack: +9 to hit, reach 5ft., one creature. Hit: 10 (1d4 + 8) Bludgeoning damage. The target must make a strength saving throw DC(18) or be nocked back 15ft. and prone, if sucsecesful the target is pushed back 5ft and not nocked prone insted.
Kick away. if an attack misses the king by 5 or more the attacker must make a strength saving throw DC(18) or be nocked back 15ft. and prone, if sucsecesful the attacker is pushed back 5ft and not nocked prone insted.
Counterspell. when a spell that seems to atempt to damage the king, the king will atempt to counterspell the attack.
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:
- There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
If the vampire is destroyed, these effects end after 2d6 days.







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