Medium Undead (Shapechanger), Lawful Evil
Armor Class 16 (natural armor)
Hit Points 190 (20d8 + 100)
Speed 40 ft.
STR
19 (+4)
DEX
18 (+4)
CON
20 (+5)
INT
19 (+4)
WIS
16 (+3)
CHA
21 (+5)
Saving Throws DEX +9, WIS +8, CHA +10
Skills Deception +10, Intimidation +10, Perception +8, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 18
Languages the languages it knew in life
Challenge 15 (13,000 XP)
Proficiency Bonus +5
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.

Blood Detector. If the vampire can smell a living humanoid and it isn’t protected by a spell like protection from evil and good or similar effect, the vampire can recognize the scent if it ever meets it again. The vampire also knows if the humanoid is affected by a disease or curse, such as lycanthropy.

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 30 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:

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.

Actions

Multiattack. (Vampire Form Only). The vampire makes four attacks, only one of which can be a bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 19).

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 17 (5d6) 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 19 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.

Servants of the Night (1/Day). The vampire magically calls 3 blood trackers to its side, provided that the sun isn’t up. The blood trackers arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The blood trackers remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

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 2 Actions). The vampire makes one bite attack.

Terrify (Costs 3 Actions). The vampire stares down a creature that can see it within 60 feet of the vampire and infects it with profound terror. The creature must succeed on DC 19 Wisdom saving throw or be frightened of the vampire. It can attempt the saving the saving throw at the end of each of its turns, removing the frightened condition on a success. While frightened in this way, the creature has disadvantage on saving throws that originate from the vampire.

 

Description

The most ancient and powerful vampires in Soma either have a seat on the Crimson Court of Nov Ostoya or are concocting a plan to relieve one of the sitting members of their position. They are exceedingly rare, not just in Soma but in all Etharis.

Unkillable Overlords. Though the apparent invincibility of arch vampires is well known throughout Soma, it is merely a rumor cultivated by the ancient powers of these same vampires. They have no interest in being unseated from their places of power, while at the same time planning ways to backstab their fellows to gain the power their position holds. Even when the death of another member of the court is successfully enacted, the arch vampires maintain the mythos of their unbeatable power, as it makes the populace less likely to resist their rule.

Monster Tags: Shapechangerundead

Habitat: Urban

SadHorizon

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