Large Undead, Neutral Evil
Armor Class 13 (natural armor)
Hit Points 110 (11d10 + 44)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws STR +7, CON +7, WIS +3, CHA +4
Skills Perception +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 7 (2,900 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.

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: 9 (2d4 + 4) 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: 7 (1d6 + 4) 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.

Bonus Actions

Ho Ho Ho! (recharge 5-6). Vampire Saint Nikolas lets out a bellowing and haunting laugh that frightens those that can hear it. Enemies within 30 feet of Vampire Saint Nikolas when he lets out this terrifying bellow must make a DC 13 wisdom saving throw or become frightened until the end of their next turn. Creatures who fail their save by 5 or more are paralyzed instead for the same duration.

Legendary Actions

Vampire Saint Nikolas 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. He regains spent legendary actions at the start of his turn.

Claw. Vampire Saint Nikolas can make a single claw attack against a creature within melee range.

Bag of Treats. (2 actions)  Vampire Saint Nikolas pulls out a dastardly treat from his Bag of Toys, a bomb! He toss it to a space he can see within 30 feet of him and it explodes with Wintercrest cheer, dealing 4d6 force damage in a 10 ft radius. Creatures can make a DC 13 dexterity saving throw to halve this damage.

Move. Vampire Saint Nikolas can move up to half his movement speed without provoking attacks of opportunity.

Habitat: UnderdarkUrban

Fenrir_Odinbane

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