Medium Undead, Any Alignment
Armor Class 19 Supernatural Reflexes
Hit Points 230 (5d12)
Speed 50 ft., Fly 60 ft. Bat form only
STR
22 (+6)
DEX
18 (+4)
CON
20 (+5)
INT
17 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws STR +12, DEX +10, WIS +8, CHA +11
Skills Arcana +9, Deception +9, Perception +8, Stealth +9
Damage Vulnerabilities Radiant
Damage Resistances Cold, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened
Senses Blindsight 60 ft., Darkvision 120 ft, Passive Perception 17
Languages Common
Challenge 20 (25,000 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 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 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 damage, except radiant.

Legendary Resistance (1/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. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it spends 1 hour in its resting place with 0 hit points, at which point it regains 1 hit point.  In this state, the vampire is immune to all damage types except for Radiant damage.  Taking Radiant damage at 0 HP will result in the vampire being killed permanently.

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 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.

Innate Spellcasting. The Vampire Lord is a 18th-level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +10 to hit with spell attacks). The Vampire Lord has the following sorcerer spells prepared, requiring no components:

At will: chill touch, animate dead, cause fear (4th level version), invisibility

1/day each: finger of death, blight, dominate monster, geas (9th level version)

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, the vampire is paralyzed until the stake is removed.

Actions

Multiattack. (Vampire Form Only). The vampire lord makes three attacks, only one of which can be a bite attack. The vampire can cast one spell and make one unarmed strike attack.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 13 (3d12 + 6) piercing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 20).

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: (3d6 + 6) piercing damage plus (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.

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.

Telekinetic Grip. The Vampire lord places their hand out and uses there blood magic to telekinetically grip a single humanoid bringing them 40 feet closer and crushing their body. A single humanoid that the vampire lord chooses must make a DC 19 Constitution saving throw, taking 44 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save a creature is restrained (escape DC 20) and their movement becomes 0, they are also vulnerable to the vampire's bite attack automatically hitting. On a successful save a creature is not restrained and can move around normally. A creature can make another check to escape the grapple at the beginning of their turn as an action.  Can be used 3 times per long rest

Legendary Actions
The vampire can take 1 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 transforming into a swarm of bats, and doesn't provoke opportunity attacks.

Unarmed Strike. The vampire makes one unarmed strike

Monster Tags: undead

ChrisChev

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