Medium Undead, Chaotic Evil
Armor Class 13 (natural armor)
Hit Points 200 (11d8 + 150)
Speed 30 ft., Fly 20 ft.
STR
25 (+7)
DEX
18 (+4)
CON
20 (+5)
INT
5 (-3)
WIS
7 (-2)
CHA
3 (-4)
Saving Throws STR +12, CON +10
Skills Acrobatics +14, Intimidation +15, Perception +8, Stealth +11
Damage Vulnerabilities Fire, Radiant
Damage Resistances Cold, Necrotic, Damage from Spells
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Exhaustion
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Regeneration. The vampire regains 25 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.

Flight. The vampire can fly up to 20ft.

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 when it ends its turn in running water.

Stake to the Heart. The vampire 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 vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire makes four attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 20 (2d10 + 7) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 30 (2d20) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic 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.

Blood Drain. Ranged Magic Attack: +15 to hit, reach 15 ft., one creature. Hit: 40 (2d20 + 5) necrotic damage. The vampire regain half the damages made to a target as health points. This spell doesn't work on ennemies without blood.

Blood Spray. Ranged Magic Attack: +10 to hit, reach 15 ft., one creature. Hit: 25 (2d10 + 5) necrotic damage. The vampire loose 1d4 health points when he use this attack.

Telekinetic Strangle. Ranged Magic Attack: +9 to hit, reach 15 ft., one creature. Hit: 20 (2d10 + 5) force damage. The vampire can decide to keep his target in a grappled state until the target successfully break free. If the vampire do so, it will only be able to attack twice per turns instead of 4 times in order to remain concentrated and the target will need to succeed to a 16 Strength DC Save on the start of its turn or stay grappled by the vampire and take 1d20 force damages per turns. (The target can try a DC Save at the beginning of each of its turns.)

Telekinetic Force Push. Ranged Magic Attack: +10 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 2) force damage. The damage are only applied if the target is pushed on a wall or on a solid object. The target then become unconscious. The target otherwise is pushed 15ft away in the opposite direction of the vampire and fall prone. If the target hit against another creature, the two creatures suffers 2d4 Force damages and become knocked prone.

Legendary Actions

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.

Bite (Costs 3 Actions). The vampire makes one bite attack.

Description

The vampire Lord is a form that only some of the most powerful vampires can change into. It is a primitive and brutal form where the vampire loose totally his mind and become savage and start rampaging.

Previous Versions

Name Date Modified Views Adds Version Actions
9/24/2021 8:36:24 PM
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10/12/2021 12:13:22 PM
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10/12/2021 12:18:07 PM
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1.333
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Habitat: UnderdarkUrban

ShiroInari03

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