Medium Undead, Chaotic Evil
Armor Class 16 natural armor
Hit Points 336 (32d8 + 192)
Speed 80 ft., Fly 60 ft.
STR
20 (+5)
DEX
26 (+8)
CON
15 (+2)
INT
11 (+0)
WIS
16 (+3)
CHA
23 (+6)
Saving Throws DEX +14, CHA +12
Damage Vulnerabilities Radiant
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Exhaustion
Senses Darkvision 60ft, Passive Perception 13
Languages only language it knew in it life
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

 Amphibious: The vampire can breathe air and water.

 Magic weapons. The vampire's weapon attacks are magical

 Shapechanger. If the vampire isn't in sun light, it can use its action to polymorph into a Tiny bat or back into its true form

 Dual wielder. The vampire gains a +1 bonus to AC while It's wielding a separate melee weapon in each hand. It can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light. It can draw or stow two one-handed weapons when it would normally be able to draw or stow only one

 Legendary Resistance (1/day). If the vampire fails a saving throw, it can choose to succeed instead.

 Two-Weapon Fighting. When the vampire engage in two-weapon fighting, it can add it's ability modifier to the damage of the second attack

 charge. If the vampire moves at least 30 ft. straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra [4D6] 12 damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone

Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. 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

Vampire Weaknesses. The vampire has the following flaws:

Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
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.

Underwater ability Improvement. While underwater the vampire can increase strength score of It's choice by 2, or It can increase it dexterity and constitution by 1

Innate Spellcasting. The vampire's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells requiring no material components:

5/day : shield 

3/day each: hold monster, disguise self 

 

 

 

 

 

Actions

Multiattack (Vampire Form Only).The vampire makes two attacks both with its long sword

Longsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit:29 (5d8 + 5) slashing damage plus 12 (3d8) nerotic damage. If the vampire scores a critical hit, it rolls damage dice three times, instead of twice

 Pirates of the Night (1/Day).The vampire magically calls 1d20 skeletons provided that the sun isn't up. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The skeletons remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action

While the summoner is under the effect of a condition that is not prone, unconscious, grappled the summoner can switch the condition to one of skeleton it summoned
 
Bonus Actions

off hand attack. while the vampire wielding a weapon in its off hand it can make an extra attack with it

 

Reactions

Parry. The vampire adds 2 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon

 

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

cast a spell (Costs 2 Actions). the vampire casts a spell

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Coastal

jebil

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