Medium Undead, Chaotic Evil
Armor Class 20 Natural armor
Hit Points 170 (8d20 + 71)
Speed 30 ft., Fly 30 ft. (hover)
STR
20 (+5)
DEX
20 (+5)
CON
26 (+8)
INT
22 (+6)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +13, CON +16, WIS +13
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Unknown bloodsence - 120ft, Passive Perception 20
Languages Languages The languages it knew in life (Telepathy 60 ft.)
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Spellcasting. The Vampire Archon is a 16th level spellcaster. Its spellcasting ability is Intelligence (Spell save DC 19, +11 to hit with spell attacks). The Vampire Archon has the following spells prepared:

  • Cantrips (at will): Eldritch Blast, Mage Hand, Chill Touch
  • 1st Level (4 slots): Blood Spear, Fog Cloud, Charm Person
  • 2nd Level (3 slots): Blood Pulse, Sanguine Shield, Corpse Bomb, Detect Thoughts
  • 3rd Level (3 slots): Vampiric Touch, Arcane Transfusion, Hemorrhage Wounds
  • 4th Level (2 slots): Blood Ward, Vital Bond, Counterspell, Animate Dead
  • 5th Level (2 slots): Enervation, Hemophage
  • 6th Level (1 slot): Blood Boil
  • 7th Level (1 slot): Crimson Marionette
  • 8th Level (1 slot): Obliterate

Semi-Corporeal. The Vampire Archon’s body is formed entirely from enchanted blood. The Vampire Archon isn’t affected by spells, abilities or other effects that would force it to move against its will. The Vampire Archon can also occupy the same space as another creature. Additionally, when the Vampire Archon moves, it can teleport instead of walking, dissolving into blood and appearing at a space within range without inviting attacks of opportunity.

Shapechanger. The Vampire Archon can use its action to polymorph into a Medium pool of blood or back into its true form. While in its blood pool form, the Vampire Archon can't speak, manipulate objects, or take any actions except for its Siphon attack. It has a movement speed of 30 feet and can enter a hostile creature's space and stop there. If it starts its turn in the same space as another creature, that creature takes 10 Necrotic damage. In addition, if liquid can pass through a space, the blood pool can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, is immune to all non-magical damage, and has Resistance to all damage types except Radiant and Psychic.

Legendary Resistance (3/Day). If the Vampire Archon fails a saving throw, it can choose to succeed instead.

Regeneration. The Vampire Archon regains 30 Hit Points at the start of its turn if it has at least 1 Hit Point. If the Vampire Archon takes Radiant damage or damage from holy water, this trait doesn’t function until the start of the Vampire Archon’s next turn. This ability does not take effect of the Vampire Archon is in its Blood Pool form.

Planar Escape. When the Vampire Archon falls to 0 Hit Points while on the Prime Material plane, its body is destroyed and its soul returns to the Shadowfell. When the Vampire Archon falls to 0 Hit Points while in the Shadowfell, The soul lingers for 1 round starting at Initiative count 20, hanging in the air where the Vampire Archon’s body was. This soul has 50 Hit Points, is resistant to all damage except Radiant, and is immune to all conditions. If the soul still has 1 Hit Point after a full round has passed since the Vampire Archon fell to 0 Hit Points, the soul disappears, and the Vampire Archon’s body reforms 1d4 days later with all of its Hit Points regained and becomes active again. The body reforms in the Vampire Archon’s lair in the Shadowfell.

Actions

Actions ***Multiattack (Vampire Archon form only). The Vampire Archon makes three unarmed strikes, or makes one unarmed strike and a siphon attack.

Unarmed Strike (Vampire Archon form only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 17 (2d10+5) Bludgeoning damage. Instead of dealing damage, the Vampire Archon can grapple a target (escape DC 19).

Siphon Melee Weapon Attack: +11 to hit, reach 5ft., one willing creature, or a creature that is grappled by the Vampire archon, incapacitated or restrained. Hit 17 (2d10 + 5) Bludgeoning damage plus 30 (5d10) Necrotic damage. The Vampire Archon forcefully rends the target's blood from their body. The target's Hit Point maximum is reduced by an amount equal to the Necrotic damage taken, and the Vampire Archon regains Hit Points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its Hit Point maximum to zero. A humanoid slain this way and then buried in the ground rises the following night as a Vampire under the Vampire Archon's Control.

Description

A Vampire Archon is a primeval master of blood magic. They are the first of vampire kind, and are the progenitors of the traditional vampires that stalk the night and bewitch the living. As such, they are not bound by the same limitations as their descendents. An Archon has achieved the highest pinnacles of Hemomancy, and has shed its mortal form in exchange for mastery over blood and death. They are only partially corporeal, manifesting in forms composed from the eldritch blood that they have harvested and honed over their millenia of unlife. Progenitors of Evil. Vampire Archons have no true physical presence in the Prime Material Plane, and are thus incapable of directly harvesting blood. Instead, Archons create Vampire Progeny, who enjoy greater clarity of thought and mastery of Hemomancy than the traditional Vampire in exchange for eternal servitute to their Archon master. These progeny may be already-existing Vampires or particularly powerful mortal Hemomancers. The Archon will cast its consciousness across the planes and whisper to these entities, granting them the secrets to undeath. Extraplanar Entity. A Vampire Archon’s spirit is tied intrinsically to the Shadowfell, and cannot maintain a physical form on the Prime Material of their own volition. If an Archon desires to do so, they will order their Progeny to enact a costly and destructive ritual. The price of this ritual is paid in the blood of the living - the more life essence spent, the stronger the Archon’s presence. Because of this, Archons have been known to create cults of mortal followers to be spent in this eldritch transaction. Progeny have also been known to use entire towns and villages, massacring thousands to call forth their progenitors. Harbingers of Doom. Archons are creatures of pure selfish destruction, seeking to seize the power of the living for themselves. The coming of a Vampire Archon is heralded by plague and famine disastrous enough to cripple kingdoms. Only in times of great strife and unrest will an Archon venture into the Prime Material, intent on reaping the wayward souls to slake its infinite hunger for power. Masters of Undeath. Vampire Archons are not bound by the same limitations as traditional vampires. They may go wherever they please, and while they are most powerful at night, daylight incurs no ill effects upon them.

Monster Tags: undead

Traveller_777

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