Medium Undead (Shapechanger), Lawful Evil
Armor Class 16 natural armor
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The vampire warlocks spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components.

At will: darkness, dominate person, invisibility, misty step

1/day each: arms of hadar, disguise self, dissonant whispers, detect thoughts, hold monster

Shapechanger. If the vampire isn't in sunlight, it can use its action to polymorph into a Tiny bat
or a Medium cloud of mist, or back into its true form.
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, except the damage it takes from sunlight.


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 sunlight.

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 20 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.


Vampire Weaknesses. The vampire has the following
flaws:


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.


Sunlight Hypersensitivity. The vampire takes 10 radiant
damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability
checks.

Actions

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: 8 (1d8 +
4) bludgeoning damage. Instead of dealing damage, the
vampire can grapple the target (escape DC 18).


Bite. (Bat or Vampire Form Only). Melee Weapon
Attack: +9 to hit, reach 5ft, one willing creature, or a
creature that is grappled by the vampire, incapacitated,
or restrained. Hit: 7 (1 d6 + 4) piercing damage plus 10
(3d6) 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.

Bloody Arms. The vampire warlock saturates itself in its own
blood, causing 20 poison damage to itself. For 1 minute, its
armor class increases to 20 and its unarmed strike and bite
attacks do an additional 7 (2d6) poison damage.


Call the Blood. The vampire warlock targets one humanoid it
can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target’s blood is
drawn out of the body and streams through the air to the
vampire warlock. The target takes 25 (6d6 + 4) necrotic
damage and its hit point maximum is reduced by an equal
amount until the target finishes a long rest; a successful DC 17
Constitution saving throw prevents both effects. The vampire
warlock regains hit points equal to half the damage dealt.

Blood Puppet. The vampire warlock targets one humanoid it
can see within 30 feet. The target must succeed on a DC 17
Wisdom saving throw or be dominated by the vampire warlock
as if it were the target of a dominate person spell. The target
repeats the saving throw each time the vampire warlock or
the vampire’s companions do anything harmful to it, ending
the effect on itself on a success. Otherwise, the effect lasts
24 hours or until the vampire warlock is destroyed, is on a
different plane of existence than the target, or uses a bonus
action to end the effect; the vampire warlock doesn’t need to
concentrate on maintaining the effect.


Children of Hell (1/Day). The vampire warlock magically
calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4
rounds, acting as allies of the vampire warlock and obeying its
spoken commands, and remain for 1 hour, until the vampire
warlock dies, or until the vampire warlock dismisses them as a
bonus action.

Legendary Actions

The vampire can take 3 legendary actions, choosing
from the options below. Only one legendary actioon
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.

Bloody Arms. The vampire warlock saturates itself in its own
blood, causing 20 poison damage to itself. For 1 minute, its
armor class increases to 20 and its unarmed strike and bite
attacks do an additional 7 (2d6) poison damage.


Call the Blood. The vampire warlock targets one humanoid it
can see within 60 feet. The target must be injured (has fewerthan its normal maximum hit points). The target’s blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt.

Blood Puppet. The vampire warlock targets one humanoid it
can see within 30 feet. The target must succeed on a DC 17
Wisdom saving throw or be dominated by the vampire warlock
as if it were the target of a dominate person spell. The target
repeats the saving throw each time the vampire warlock or
the vampire’s companions do anything harmful to it, ending
the effect on itself on a success. Otherwise, the effect lasts
24 hours or until the vampire warlock is destroyed, is on a
different plane of existence than the target, or uses a bonus
action to end the effect; the vampire warlock doesn’t need to
concentrate on maintaining the effect.


Children of Hell (1/Day). The vampire warlock magically
calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4
rounds, acting as allies of the vampire warlock and obeying its
spoken commands, and remain for 1 hour, until the vampire
warlock dies, or until the vampire warlock dismisses them as a
bonus action.

Description

The vampire warlock has made a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others. Its thirst becomes so all-consuming that the vampire warlock can draw the blood of others through the air to its open maw.

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.

Monster Tags: Shapechangerundead

Habitat: Urban

Necromancyfan

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