Medium Undead, Neutral Evil
Armor Class 21 DEX + CHA Mod
Hit Points 198 (18d10 + 90)
Speed
STR
24 (+7)
DEX
18 (+4)
CON
20 (+5)
INT
18 (+4)
WIS
14 (+2)
CHA
24 (+7)
Saving Throws STR +13, CON +11, CHA +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Blinded, Charmed, Frightened, Paralyzed
Senses Passive Perception 18
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

If the Vampire Overlord goes into running water, it takes 2d8 Acid damage.

If the Vampire Overlord is staked through the heart with a wooden stake, it is immobilized until the stake is removed. 

Legendary Resistance.  If the Vampire Overlord fails a saving throw it can choose to succeed instead. The Vampire Overlord can do this 3 times per day. 

Spellcasting. The Vampire Overlord is a 18-level spellcaster. Its spellcasting ability is CHA (spell save DC 21, +13 to hit with spell attacks). The Vampire Overlord has following spells prepared: 

Cantrips (at will): chill touch, mage hand, mind sliver                                                           1st level (4 slots): arms of hadar, cause fear, dissonant whispers, inflict wounds             2nd level (3 slots): blindness/deafness, invisibility, misty step, ray of enfeeblement          3rd level (3 slots): fly, hunger of hadar, spirit shroud, vampiric touch                                   4th level (3 slots): blight, freedom of movement, shadow of moil,                                        5th level (3 slots): cloudkill, dominate person,  synaptic static                                              6th level (1 slot): circle of death                                                                                            7th level (1 slot): finger of death                                                                                            8th level (1 slot): incendiary cloud                                                                                        9th level (1 slot): psychic scream 

 

Actions

The Vampire Overlord can make two Claw and one Bite attack each turn.

Claws. Melee Weapon Attack: +13 to hit, reach 5ft, one target. Hit: 19(4d6+7) slashing damage.

Bite. Melee Weapon Attack.  +13 to hit, reach 5ft, one target. Hit: 19(4d6+7) Piercing damage + 16(4d8) necrotic damage.

 

Legendary Actions

Vampire Overlord can take 2 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. Vampire Overlord regains spent legendary actions at the start of his turn.

Claws. (Costs 1 Action).

Cast 1 spell of 5th level or lower. (Costs 1 Action). 

Lair and Lair Actions

Lair acts on initiative 20 and loses on a tie.  You can roll a D3 or chose at random from 3 actions to preform,

1- A swarm of bats enters the lair biting all creatures except the Vampire Overlord, dealing 2d4 + 2 damage and causing any concentration checks to be made at disadvantage. 

2- The area is covered in a heavy fog.  Every creature except the Vampire Overlord is blind beyond 5ft.  A gust of wind can disperse the fog.

3-  Blood comes up from the floor turning the area into difficult terrain except for the Vampire Overlord. Vampire Overlord also regains 20 hit points from the blood.

Previous Versions

Name Date Modified Views Adds Version Actions
6/26/2024 12:28:03 AM
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Monster Tags: undead

Codeman5

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