Medium Undead (Shapechanger), Neutral Evil
Armor Class 18 (natural armor)
Hit Points 492 (50d8 + 292)
Speed 70 ft.
STR
24 (+7)
DEX
26 (+8)
CON
23 (+6)
INT
20 (+5)
WIS
20 (+5)
CHA
26 (+8)
Saving Throws DEX +16, WIS +13, CHA +16
Skills Perception +11, Persuasion +5, Stealth +9
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 18
Languages the languages he knew in life, and learned in undeath
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Immense Speed. Xendrall may make a DC 17 Dexterity saving throw to avoid reaction attacks when moving towards or away from enemies in combat.

Blood Sense. The elder vampire can sense the blood of bleeding creatures in a 500 meter radius of itself allowing it to hunt them down.

Blood Rage. The elder vampire can consume the blood it has stolen from its victims in a magic ritual to temporarily buff its already impressive stats. While under the effects of blood rage all movement parameters are doubled and all attacks role two additional dice when calculating damage. Lasts 10 rounds of combat.

Sunlight Immunity(Passive). By way of blood magic rituals, the elder vampire has rendered itself immune to the damaging affects of sunlight regular vampires experience. It no longer takes 20 radiant damage when starting its turn in sunlight. It is still affected by attacks that deal radiant damage.

Silver Tongue. Xendrall may attempt to sway characters of evil alignment to his side if they have not entered combat against him(Persuasion Ability Check). Characters must make a Wisdom saving throw with a value higher than Xendrall's Persuasion roll to resist.

Shapechanger. If the elder 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 elder vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 40 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 elder vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 30 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 (5/Day). If the elder 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 elder 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.

Spider Climb. The elder vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Elder Vampire Weaknesses. The elder vampire has the following flaws:

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

Harmed by Running Water. The elder vampire takes 10 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 elder vampire's heart while the elder vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

Lust for Blood. Due to the magic requirements of maintaining his enhanced body, Xendrall must maintain a blood charge balance of at least 0, or else enters a feral state, suffers an Intelligence and Wisdom penalty of minus 15, and is disadvantaged towards all intelligence and wisdom rolls. One blood charge is consumed every 24 hours unless Xendrall is in a resting state in his coffin. While under this effect his only goal is consuming blood. He will target any living creature regardless of the repercussions for completely draining them of blood. This effect lasts until he consumes the blood of medium creatures equal to the amount of days since he entered the feral state.

Blood Dependence. Xendrall's body is dependent on blood charges, if he reaches a score of -5 Blood Charges the magics that power his body will fail and he will dissolve away to nothing and he will perish.

Actions

Multiattack. (Vampire Form Only). The elder 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: 28 (6d8 + 4) bludgeoning damage. Instead of dealing damage, the elder vampire can grapple the target (escape DC 18).

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 elder vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 30 (10d6) 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 elder vampire's control. May instead choose drain a target of blood if the attack will kill the target. Grants the elder vampire one blood charge.

Charm. The elder vampire targets one humanoid it can see within 45 feet of it. If the target can see the elder vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the elder vampire. The charmed target regards the elder vampire as a trusted friend to be heeded and protected. Although the target isn't under the elder vampire's control, it takes the elder vampire's requests or actions in the most favorable way it can, and it is a willing target for the elder 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 48 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 (swarm of bats, swarm of rats), provided that the sun isn't up. 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.

Reactions

OpportunistXendrall may roll to counterattack whenever he is targeted by a melee attack with a range of 5 ft. or less.

Legendary Actions

The elder vampire can take 5 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 elder vampire moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The elder vampire makes one unarmed strike.

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

Enter Blood Rage.(Costs 3 actions, consumes 4 blood charges). The elder vampire enters blood rage and temporarily gains the blood rage perk. If activating this ability consumes enough blood charges to put Xendrall below 0 Blood Charges see Lust for Blood.

Description

Xendrall takes the form of an aristocratic man the age of 37 with dark skin, wearing a black and white butler uniform. He was very efficient before he was turned and this has carried over into his undead existence,  and thus is irritated by needless death and the wasting of resources. If attacked he will respond with force. Those who earn his favor will be spared death, unless he is in dire need of blood.

Xendrall has learned and can speak over 900 languages, fluently.

Xendrall's true age must be counted in Millennia, rather than decades. 10000 years ago he was sealed into stasis by the combined power of 107 sorcerers. Unless the seals are tampered with, he will not escape under his own power. 

Lair and Lair Actions

An Elder Vampire’s Lair

An elder 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 elder 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 700 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 700 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 700 feet of the elder vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
  • All entities not allied with the elder vampire suffer a -1 to perception checks while inside the lair due to a dark miasma that clouds the air.

If the elder vampire is destroyed, these effects end after 3d8 days.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/21/2018 8:55:54 PM
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10/30/2018 5:48:21 AM
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1/27/2019 7:31:21 AM
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6
3.2
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Monster Tags: NPCShapechangerundead

Habitat: MountainUrban

Zero_The_Ironclad

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