Medium Undead, Chaotic Evil
Armor Class 23 natural armor
Hit Points 300 (25d10 + 150)
Speed 50 ft., Vampire form , Fly 80 ft. Bat Form, Swim 120 ft. Mist Form,, Burrow 30 ft. Rat Form
STR
28 (+9)
DEX
30 (+10)
CON
30 (+10)
INT
18 (+4)
WIS
18 (+4)
CHA
30 (+10)
Saving Throws STR +14, DEX +15
Skills Sleight of Hand +17, Stealth +10
Damage Vulnerabilities Fire, Radiant
Damage Resistances Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic
Senses Darkvision 250, Tremorsense 120, Truesight, Passive Perception 17
Languages Languages it knew in life
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Regeneration.  The Vampire Lord regains 3d6 hit points per turn unless it was staked by an ashwood steak or hit with radiant damage.

Legendary Resistance. The Vampire Lord is resistant to all physical damage unless silvered.

Form Change. The Vampire lord can use his action to change shape to that of a mist, bat, or rat. He must use an action to turn back into a human afterwards. While in these forms you gain the mobility of each. As a mist you can move through the air and are Not able to be hit except by fire. as a bat you can fly away, as a rat you are able to squeeze through very small spaces.

Vampire Speed. The Vampire Lord can take the dash action as part of his movement action.

Dark Energy. With the manipulation of his dark energy the vampire obtains advantage on his stealth(Hide) Checks. He can shove others and he controls his minions. The Dark energy allows him to transform as well as cast a few spells.

Circle of death

A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

Inflict Wounds. 

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage

Vampirc Touch.

The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

 

Actions

Multi-Attack. The Vampire Lord Can hit 3 times a round, twice with his claws, once with his bite.

 

Claws. Melee Weapon Attack: +10 to hit, reach 5ft 1 target hit: 11(D10+8)[slashing]

Bite.  Melee Weapon Attack: +10 to hit, reach 5 ft, 1 target Hit: 14(2d12+8) piercing

Biting Gaze. The vampire Lord Can spend his action to induce images into your mind. You are incited with either a charm(1~4) which puts you in a trance like state to make you docile and willing to walk over to the vampire lord as long as you are not put in harms way.[con save dc 15] You can be incited with a hallucination of fear(5~8) Causing you to panic and run as far away from the vampire lord as you can. [con save dc 15]. He may incite malice into your brain(9 or 10)Causing you to lash out at anyone near you for 1d4 turns[Wis save 18] Or he could incite pain on you (11 or 12) causing you to scream out in agony as you feel as though you are struck by hundreds of thousands of daggers made of fire, acid, poison, and electricity at the same time dealing 15(4d12+8) Psychic damage[int save 18]

Scythe. Melee Weapon Attack. +9 to hit, 1 target 12(1d10+9)slashing

Legendary Actions

The Vampire Lord has 6 Legendary actions per turn that he can use at the end of any players(or monsters) Turn.

Biting Gaze (6 actions). The vampire Lord can use the Biting Gaze attack.

Basic Slash (2 Actions). The Vampire Lord can slash with his claws dealing 11(d10+8)[slashing]Damage

Flit. (2 Actions). The Vampire Lord can move at a dash without prevoking attacks of opportunity

Siphon Blood. (3 actions).  The Vampire Lord can take one of his servants and drain them to regain hit points equal to the hit points of the servant.

.

Lair and Lair Actions

Residing in a castle, crypt, or other large regal area, The Vampire Lord sits, ruling over his domain. The vampire lord views all within his sight to be his domain, rarely will you find 2 Vampire Lords in the same area.

Lair Actions

The Vampire Lord is under the effects of the Alert Feat, the Vampire Lord takes a lair action to cause one of the following effects; the Vampire Lord can’t use the same effect two rounds in a row:

  • Sends a blast of Dark energy to send Their Enemies flying in different areas spreading the enemy out (Dex save 15 or get flung 100 feet away.)
  • Shapes the arena in a 10 foot radius around him to be rough terrain for all besides his allies.

Regional Effects

The region containing a legendary Vampire Lord's lair is Withered or dying, which creates one or more of the following effects:

  • Terrain becomes thick and boggy, causing a marsh like area.
  • sink holes appear around the area

If the Vampire Lord dies, these effects fade over the course of 10d12 days.

Habitat: Urban

D1ddl3s

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