Medium Undead (Shapechanger), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 300 (17d8 + 68)
Speed 90 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +10, CON +10, WIS +8, CHA +10
Skills Acrobatics +10, Athletics +10, Deception +10, Perception +7, Stealth +9
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison, Psychic
Condition Immunities Charmed, Poisoned
Senses Blindsight, Darkvision 120 ft., Truesight, Passive Perception 17
Languages Abyssal, Common, Sylvan, Telepathy, Zemnian
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. If the vampire isn’t in sunlight or 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.

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 or 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 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:

Fire Vulnerability. Fire Greatly hurts Ulysses if it covers his entire body or if Its a spell or cantrip 

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.

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.

Atomkinesis. can control the weather within 500 ft of him

Dream Manipulation. Ulysses can mentally create and control dreams of both humans and weaker vampires. It is easier to get into a vampire's head if they don’t drink human blood or convince humans to become a vampire.

Blood Rising - A destroyed vampire who still has his ashes together can be instantly brought back to life just using some blood magic. Since vampires are creatures of blood, all one has to do is collect all the ashes in an urn and put in it blood and speak a few incantations, the vampire will rise as before. Human blood can bring back the same vampire but as a new-born with very less powers - like a reset. Vampire, elf or fairy blood will restore the vampire as was before destruction and finally, dragon blood will make a vampire far more powerful than before 

Animal Control - Besides turning into animals, vampires can control the minds of animals. While fledglings use small creatures like dogs, wolves, mountain lions, rats, bats and birds as their companions; ascendants use creatures like undead hounds, giant spiders, gargoyles and other predators of that kind. Elder vampires have the ability to control even stronger creatures like trolls and even dragons as their servants.

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 (4d8 + 4) bludgeoning damage. (3d6) Piercing damage and heals himself by how much Piercing damage he dealt. 

Triple Throwing Knives. Ulysses Throws 3 knives at once +9 to hit reach 15 ft, one creature Hit: 6 (3d4) piercing damage.

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: 7 (1d6 + 4) piercing damage plus 10 (4d6) 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.

Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 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 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves 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.

Chilling Touch. You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 4d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

Vampire Invisibility. (1/Day) Ulysses becomes invisible until the end of his next turn

Frightful Gaze. Ulysses stare directly at a creature if the creature is looking at him directly that creature must make a wisdom saving throw DC 15 or become Frightened.

Pyrokinesis. Ulysses Has control over fire and can control and summon fire and heat with his mind and hands

Electrokinesis. Ulysses can shoot lighting bolts out of his hands to hit: +7 hit: 6 (2d6) lightning damage.

Reactions

After killing a creature Ulysses  drains his opponent and heals for 3d8

Any creature that attacks Ulysses with a melee attack must make a constitution saving throw (with advantage if attacked with a magical melee weapon or attack) DC 15 or Become paralysed until this creature takes damage or Until its next turn

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.

Unarmed Strike. The vampire makes one unarmed strike.

Bite (Costs 2 Actions). The vampire makes one bite attack.

Description

Ulysses Lanesto Is a ancient vampire he was born to a noble family in the sword coast. Ulysses was born evil he is malicious in intent always, he spent his time as a kid reading, at age 19 his families house burned down in the middle of the night the only survivors were him and his 13 year old sister. as a child he learnt of a artifact  in a Old temple which was hidden away in the mountains and is only know to people who weren't seeking it, this artifact was told to give great power at the cost of Blood of the innocent. Ulysses tells his sister they are going somewhere safe he goes to the temple lays her onto the artifact which is actually a alter. he tells her to sleep and while she is sleeping he gets a rock that was on the ground and bashes her head in killing her he suddenly feels enhanced he suddenly feels a hunger for blood, he consumes all of his sisters spilt blood, he then sticks his fingers into her throat and sucks all of her blood in her body leaving only a grey husk of skin and bone. all these new abilities come to him like he always possessed them the more blood he consumed the stronger he got. he travelled the lands consuming the blood of travellers, beggars and anybody who wouldn't question the absence. he received his families fortune of 10000 Platinum with this new found wealth he bought property near never winter wood he also paid people to build the village and his castle it took years to finish so while his castle was being built he became really trusted and loved among the people he was very charismatic even though he is pure evil people thought he was a great person, he would save people just to gain peoples trust and to hide his true intentions. To satiate his hunger he feed off Bandits, orcs, goblins, beggars, Travellers and even adventurers. hundreds of years passed he would change his look and would forge his family tree appearing he had a bloodline. but in modern day he is still a well trusted and loved noble he invites people into his castle sometimes gives them money anything to appear good to hide his true self. After all this time he is Considered an ancient vampire at the age of 750. his goal is to become Omnipresent and the ultimate goal to be able to Manipulate reality itself.

 

Lair and Lair Actions

Selsmire Castle

Selsmire castle is nestled in A valley by neverwinter wood it has also has a village Neighbouring it, it is a farming town full of commoners the lord of the Castle and village is Ulysses Lanesto A wall surrounds the entire castle and village it has a vault in The master bedroom of the castle the inside is lined with lead and the outside is made of titanium but with wood disguising it this is where Ulysses has his coffin it has no light and no windows

Lair Actions: 

  • Ulysses targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Ulysses chooses to end the effect, or until Ulysses uses this lair action again.
  •  Ulysses summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Ulysses can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a Specter.
  • Ulysses targets one Medium or smaller creature that casts a Shadow. The target's shadow must be visible to Ulysses  and within 30 feet of him. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a Shadow that obeys Ulysses 's commands, acting on initiative count 20. A Greater restoration spell or a Remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.

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: Shapechanger

Habitat: Urban

Veldrik

Comments

Posts Quoted:
Reply
Clear All Quotes