Medium Undead, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 82 (14d8 + 42)
Speed 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws DEX +7, WIS +4
Skills Deception +3, Perception +3, Persuasion +3, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages the languages it knew in life
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Regeneration. The vampire regains 10 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.

Charm. The consort targets one creature she can see within 60 feet of her. If the target can see the consort, the target must succeed on a DC 14 Wisdom saving throw against this magic or be charmed. The charmed target regards the consort as a trusted friend to be heeded and protected, by force if needed. The target isn't under his/her control, but it takes requests and actions in the most favorable way and lets the consort bite it. Each time the consort or his 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, in on a different plane of existence than the target, or takes a bonus action to end the effect.

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 when it ends its turn in running water.

Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.

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 attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) 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.

Poison Kiss. The consort kisses a creature charmed by it, grappled by it, incapacitated or a willing creature. The target must make a DC 14 Constitution saving throw against this magic, taking 32 (5d10 + 3) poison damage on a failed save, or half as much damage on a successful one.

Description

The vampire consort is an elevated form of vampire spawn that is imbued by a vampire lord with additional abilities so that it might serve as a more efficient hunting partner and capable guardian.  The vampire consort is still completely submissive in the presence of its master, but is considerably less feral than other types of spawn.

Habitat: UnderdarkUrban

Zantarius

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