Medium Undead, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
10 (+0)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws DEX +6, WIS +6
Skills Perception +5, Religion +5, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages the languages it knew in life
Challenge 6 (2,300 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.

Vampire Elder Spawn Priest Weaknesses. The Vampire Elder Spawn Priest has the following flaws:

Forbiddance. The Vampire Elder Spawn Priest can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The Vampire Elder Spawn Priest takes 20 acid damage when it ends its turn in running water.

Sunlight Hypersensitivity. The Vampire Elder Spawn Priest takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Spellcasting. The Vampire Elder Spawn Priest is a 9-level spellcaster. Its spellcasting ability is wisdom (spell save DC 14, +6 to hit with spell attacks). The Vampire Elder Spawn Priest has following cleric spells prepared:  

Cantrips (at will): Toll the dead, Sacred flame, thaumaturgy   

1st level (4 slots): Inflict wounds, Command

2nd level (3 slots): Hold person, Darkness 

3rd level (3 slots): Bestow Curse, Protection from Energy (+Radiant)

4th level (3 slots): Blight, Death ward

5th level (1 slots): Cloudkill

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14).

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 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.

Habitat: UnderdarkUrban

Damakos69

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