Pride's Light. The champion is immune to damage and negative effects caused by its master unless the Sin of Pride decides otherwise. On the champion's death, the corpse and items carried are consumed in a bright flash of light.
Spellcasting. The champion is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The champion has the following bard spells prepared:
Cantrips (at will): mage hand, prestidigitation, vicious mockery
1st level (4 slots): comprehend languages, thunderwave
2nd level (3 slots): detect thoughts, suggestion
3rd level (3 slots): dispel magic, bestow curse
4th level (3 slots): freedom of movement, dimension door
5th level (1 slot): dominate person
Shapechanger. If the vampire isn't in running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. In these forms, the hair of the bat is noticeably blonde and the cloud of mist seems to sparkle.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. The vampire regains 22 hit points at the start of its turn if it has at least 1 hit point and isn't in running water. If the vampire takes 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.
Vampire Weaknesses. The vampire 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 vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 17).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 9 (1d6 + 4) piercing damage plus 11 (3d6) radiant damage. The target's hit point maximum is reduced by an amount equal to the radiant damage taken, and the vampire 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 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 60 feet of it. If the target can see the vampire, the target must succeed on a DC 18 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 3d4 swarms of bats or rats (swarm of bats, swarm of rats). While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
The vampire 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 vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite.(Costs 2 Actions). The vampire makes one bite attack.
Description
A bard turned vampire so thoroughly enamored with himself and proud of what he has become, the champion has become an avatar of the Sin of Pride. Demanding that anyone who disagree that his musical prowess is on par with demigods or beyond be killed, the creature is terrifying to behold.
Lair and Lair Actions
The Champion’s Lair
The champion possesses 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. There is an unnatural light emanating from the lair though it is noticeably different from sunlight and does not provide warmth.
Regional Effects
The region surrounding the champion’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, cats, and wolves in the region.
- Plants within 500 feet of the lair flourish, and their stems and branches become smooth and shiny.
- Shadows cast within 500 feet of the lair seem abnormally gorgeous and sometimes move as though alive.
- A shining fog clings to the ground within 500 feet of the champion’s lair. The fog occasionally takes beautiful forms, such as wispy, porcelain hands and glowing ethereal serpents.
If the champion is destroyed, these effects end after 3d6 days.
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