Medium Undead (Any Race), Neutral Evil
Armor Class 22 (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 +10, WIS +8, CHA +10
Skills Perception +7, Stealth +9
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Blindsight 20 ft, Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
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.

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 three attacks, alternatively it can make two attacks and one bite attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d20 + 8) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 22).

Great weapon (Vampire Form Only). Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 15 [rollable](5d12 + 18);

 

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (2d12 + 8) 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.

Frighten. 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 frightened by the vampire. The frightened target must run away at least 10 ft from the Knight Commander before they can attack, additionally the target has disadvantage on any attack rolls against the Knight Commander. They can reroll the save at the start of each of their turn.

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.

Commanders Presence:  They can forgo one attack to instead let an ally move 15 ft without provoking an opportunity attack.

 

Bonus Actions

Children of the Night: As a bonus action the Knight Commander can summon a swarm of bats to attack one enemy {"diceNotation":"3d6+4","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"}

 

Reactions

Once per 5 turns the creature can use its reaction to turn into a swarm of mist when hit with a melee attack and move 5ft into an unoccupied space.

Once per 3 turns, if an opponet misses their melee attack, the Knight Commander can use their reaction to unarmed strike the target.

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.

Night Slash. Can add  {"diceNotation":"2d8","rollType":"damage","rollAction":"Necrotic","rollDamageType":"Necrotic"}

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

Power Surge.( Cost 3 Actions) The vampire can take another action

Description

Vampires that have been trained to oversee the frontlines of their underlings armies. 

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.

If there are undead within 150 ft of the lair the vampire can turn them into their undead thralls.

If the vampire is destroyed, these effects end after 2d6 days.

Monster Tags: undeadhumanoid

Habitat: Urban

MooseLeGoose

Comments

Posts Quoted:
Reply
Clear All Quotes