Shapechanger. If the Vampire Lord isn't in 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 lord can't speak, its walking speed is 5 feet, and it has a flying speed of 60 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 lord 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 (3/Day). If the vampire lord 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 lord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in 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 20 hit points at the start of its turn if it has at least 1 hit point and isn't in running water. If the vampire takes damage from holy water, this trait doesn't function at the start of the vampire lord'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 lord 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.
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Scratch (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 20 (4d5+10) Slashing damage. Instead of dealing damage, the 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 vampire, incapacitated, or restrained. Hit: 30 (5d7 + 6) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. 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 under the Vampire Lord's control.
No Enemy Retaliation. The target of the vampire lord's attacks must take a DC 17 Dex Saving throw which if fails it prevents them from attacking the vampire at all on that turn, however, if they rolled a higher initiative number and attacked the vampire first this effect does nothing.
Life Drain. On every attack that makes physical contact, the vampire lord heals for 25% of the target's current health. If the vampire takes damage from holy water, this trait doesn't function at the start of the vampire's next turn.
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 lord. The charmed target regards the vampire lord as a trusted friend to be heeded and protected. Although the target isn't under the vampire lord's control, it takes the vampire lord's requests or actions in the most favorable way it can, and it is a willing target for the vampire lord'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 successful save. 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.
Necrotic Ressurection. If the Vampire Lord is at full health and it drains life from any living creature it can either choose to increase its max hp by the amount stolen or it can choose to transfer the life to other defeated undead enemies and resurrect them and set their current HP as the amount that was stolen. If the vampire takes damage from holy water, this trait doesn't function at the start of the vampire's next turn.
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.
Scratch. The vampire makes one Scratch with its long nails.
Bite. (Costs 2 Actions). The vampire makes one bite attack.
Description
(Credit to soft-h for the art.)
Lair and Lair Actions
A Vampire Lord's Lair
A Vampire Lord 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, however, it cannot be killed in the sunlight like other Vampires and it is not affected by toxic weapons or necrotic damage.
Regional Effects
The region surrounding a vampire lord's lair is warped by the creature’s unnatural presence, creating any of the following effects:
- Necrotic damage is amplified by 10% while 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 lord's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
- The sky is always blacked out with a dark black fog that surrounds the area in a 3-mile radius.
- Water in the area is toxic to drink and deals (1d20) acid damage to the drinker.
- Skeletons roam inside the Vampire Lord's lair and in the nearby woods in packs of 10 or more.
If the vampire lord is destroyed, these effects end after 2d6 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
2/19/2019 10:08:55 PM
|
9
|
1
|
5e
|
Coming Soon
|
|
|
2/22/2019 8:05:20 PM
|
56
|
1
|
--
|
Coming Soon
|
|
|
3/27/2019 8:43:15 PM
|
231
|
2
|
5e
|
Coming Soon
|
Comments