Medium Undead, Lawful Evil
Armor Class 18 (plate)
Hit Points 250 (28d8 + 68)
Speed 50 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws DEX +10, WIS +8, CHA +11
Skills Insight +9, Perception +9, Stealth +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Necrotic
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Long live the King:
If the Vampire King would be reduced to 0 hit points, the Vampire King bursts out in Black flames, dealing 30 necrotic damage in a 15ft. radius knocking each creature back 30ft. hitting them prone.

The Vampire King is restored to 250 hit points and regains any spent legendary resistances and villain actions. The vampire king gains 200 Temporary hit points and transforms into a huge Wolf, that can't speak and uses the bite attack twice on its turn. The vampire king transforms back to it's humanoid from when all temporary hit points are spent. 

Regeneration. The vampire regains 50 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. The vampire makes two greatsword attacks and casts a spell or uses a bite attack.

Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6) slashing damage.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. In Addition to dealing damage, the vampire can grapple or push the target (DC 18, 15ft./prone).

Bite (Wolf 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 (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.

 Spellcasting. The vampire king casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell attack +12, spell save DC 20):

Spells (at will). ray of frost (4d8), eldritch blast (4 rays)

Spells (3/Day).bestow curse, bane, darkness

Spells (1/Day). blight, feeblemind

 

Bonus Actions

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 favourable 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 or its allies, 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.

A target is immune to the effect, if it was charmed by the vampire king within 24h.

Reactions

Parry. The vampire king adds 3 to its AC against one melee attack roll 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 twice its speed without provoking opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike.

Command (Costs 2 Actions). Up to three allies of the vampire king can make a melee attack.

Villain Actions:


The vampire has three villain actions. He can take each action once during an encounter after an enemy creature's turn, and only one per turn.

Storm of Bats:
The vampire king raises 5ft. in the air and calls forth a giant swarm of bats, that circle him and fill a 30ft. cylinder until the start of their next turn. Each creature must make a DC 20 Strength saving throw. On a fail save, the creature falls prone. Each creature that starts its turn in the cylinder, the vampire king chooses, must make a DC 18 constitution saving throw. On a fail save, the creature takes 4d10 magical piercing damage. On a successful save, the creature takes only half damage. The Cylinder is considered difficult terrain.

Gather children:
each allied vampire in a 60ft. radius, that can hear the Vampire king, moves up to its speed, towards the king.

Wave of darkness:
the Vampire king sends out a wave of necrotic energy. Each creature within a 60ft. Cone must make a DC 19 constitution saving throw. On a failed save, the creature takes 10d6 necrotic damage. On a successful save, the creature only takes half damage. Every undead within the wave takes no damage and restores 5d6 hit points.

 

 

Mythic Actions

If the Long live the King feature has been used since the last hour, the Vampire King can use the following legendary actions and villain actions.

Legendary actions:

Longsword:
The Vampire King makes one melee attack, dealing an extra 2d6 necrotic damage.

Cast a Spell:
The vampire king casts a spell.

Teleport:
The vampire King teleport behind a target and makes one bite attack with advantage.

Villain actions:

Haunting puppets:
The vampire king raises all dead creatures as undead minions under his control. 

Wave of dread:
the vampire king sends out a wave of dread in a 30ft. radius. Each enemy creature must make a DC 20 wisdom saving throw. On a failed save, the creature takes 5d8 psychic damage and is frightened of the vampire king until the end of its turn. On a successful save, the creature takes half damage and is not frightened.

Endless night:
The vampire king summons magical Darkness in a 300ft. sphere. The Darkness does not affect the vampire king's sight and hides any sound the vampire king produces. The sphere can only be dispelled by a dispel magic or daylight and successful spell DC 22 spell modifier check.

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.
  • 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

WotanDonarVadderung

Comments

Posts Quoted:
Reply
Clear All Quotes