Medium Undead (Shapechanger), Typically Lawful Evil
Armor Class 20 (natural armor)
Hit Points 209 (22d8 + 110)
Speed 30 ft., Climb 30 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
19 (+4)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws DEX +11, CON +11, WIS +9, CHA +11
Skills Deception +11, Insight +9, Perception +9, Persuasion +11, Stealth +11
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19
Languages the languages it knew in life
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/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, and it must reach its resting place within 4 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.

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.

Turn Resistance. The vampire has advantage on saving throws against any effect that turns Undead.

Unusual Nature. The vampire doesn't require air.

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 while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.

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 (Vampire Form Only). The vampire makes three Unarmed Strike attacks. It can replace one Unarmed Strike attack with one Bite attack.

Bite (Bat, Vampire or Wolf Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrainedHit: 8 (1d6 + 5) piercing damage, plus 10 (3d6) 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. A Humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 9 (1d8 + 5) bludgeoning damage, plus 9 (2d8) necrotic damage. Instead of dealing damage, the vampire can grapple the target (escape DC 19).

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.

Shapechange. If the vampire isn’t in sunlight or running water, it polymorphs into a Tiny bat, a Medium wolf, 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 30 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 wolf form, the vampire can't speak and its walking speed is 40 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 nonmagical damage, except the damage it takes from sunlight.

Bonus Actions

Children of the Night (1/Day). The vampire magically calls 3d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 4d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Reactions

Deflect Missile (Vampire Form Only). In response to being hit by a ranged weapon attack, the vampire deflects the missile. The damage it takes from the attack is reduced by 21 (3d10 + 5). If the damage is reduced to 0, the vampire catches the missile, if it's small enough to hold in one hand and the vampire has a hand free. If a missile the vampire caught this way is nonmagical, the vampire can then automatically break the missile, making it unusable.

Legendary Actions

The vampire 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. The vampire regains spent legendary actions at the start of its turn.

Change Form. The vampire uses Shapechange.

Vampiric Ferocity. The vampire makes one Unarmed Strike attack. Before or after this attack (vampire’s choice), it can move up to its speed without provoking opportunity attacks. If the vampire isn’t in its vampire form, it can move only.

Noble's Thirst (Costs 2 Actions). The vampire makes one Bite attack, with advantage on the attack roll if the target is missing any of its hit points.

Cloak of Bats (Costs 3 Actions). The vampire concentrates its dark power, causing parts of its body to morph and transform into a swirling swarm of bats, which lasts until the vampire's concentration is broken (as if concentrating on a spell), or until the vampire uses a bonus action to end it. The area within 30 feet of the vampire, centered on it, becomes heavily obscured by the swarm of bats.

Description

"As you gaze upon the vampire noble, you are struck by their ethereal beauty and commanding presence. Standing tall and regal, their figure is draped in luxurious garments befitting their status, adorned with intricate lace, velvets, and jewels that shimmer in the moonlight. With porcelain skin as pale as freshly fallen snow and eyes that gleam with a hypnotic crimson hue, they exude an aura of otherworldly allure. Their hair, a cascade of dark silk, falls gracefully over broad shoulders, framing a face that is both captivating and chilling. Every movement is graceful and deliberate, as if they were a predator surveying their domain. From their elongated canines to the faint hint of fangs that peek through their seductive smile, every feature hints at their immortal nature. Yet, beneath the elegance and refinement lies a palpable sense of power and danger, a reminder that this creature is both predator and ruler in the nocturnal realm they call their own."

Lords of the Night.

In the shadowy hierarchy of the vampire world, the vampire nobles stand as the epitome of power and status. These ancient beings, near the pinnacle of the vampiric pecking order, possess unparalleled strength, cunning, and influence. They are the aristocracy of the night, ruling over their own domains with an iron fist and commanding the respect and fear of both vampires and mortals alike.

Ancient Beings.

The vampire nobles have existed for centuries, accumulating vast wealth, knowledge, and supernatural abilities. They are masters of manipulation, adept at playing the long game to ensure their own survival and dominance. Their social circles are filled with sycophantic followers, loyal vassals, and influential allies who enable them to extend their reach beyond the boundaries of their domains.

Fine Tastes.

These noble vampires are consummate predators, meticulously selecting their victims and extracting the utmost pleasure from their blood. They possess refined tastes and indulge in opulent lifestyles, surrounded by luxury and decadence. Their opulent mansions and grand castles serve as symbols of their power and status, adorned with exquisite art, rare artifacts, and the spoils of conquest.

Political Power.

Within the vampire society, they sit atop the proverbial throne, presiding over the affairs of their kind. Their words carry weight, and their decrees shape the fate of vampire clans and covens. Vampire nobles engage in intricate political maneuvers and power struggles, seeking to expand their influence and solidify their positions.

Paranoid and Conniving.

Yet, with their immense power comes inherent vulnerability. The vampire nobles are well aware of the dangers that lurk in the darkness, constantly wary of their rivals and those who would seek to usurp their positions. They surround themselves with loyal lieutenants, bodyguards, and arcane defenses to protect their lives and secrets.

Lair and Lair Actions

A Vampire’s Lair

A vampire noble typically establishes their lair in grand, opulent locations that reflect their elevated status and insatiable thirst for power. Their preferred lairs include ancient castles atop mist-shrouded mountains, decadent palaces hidden within dense forests, or sprawling manors concealed deep within shadowy urban landscapes. These lairs are adorned with exquisite, but macabre, decorations such as gilded coffins, crimson velvet drapes, and ornate chandeliers that cast an eerie glow upon opulent halls. Secret chambers, hidden passageways, and subterranean catacombs serve as the vampire noble's domain, providing them with a labyrinthine stronghold that strikes fear into the hearts of all who dare to trespass. The lair is often guarded by loyal vampire spawn and ensorcelled creatures, serving as a testament to the vampire noble's dominance and ensuring that their reign remains unchallenged.

Lair Actions

On initiative count 20 (losing initiative ties), the vampire takes a lair action to cause one of the following effects; the vampire can’t use the same effect two rounds in a row:

Nightmarish Illusions. The vampire uses its mastery of illusion to conjure terrifying visions within the minds of intruders. The vampire targets one creature it can see within 30 feet it. The target must make a DC 19 Wisdom saving throw or be subjected to a nightmarish illusion. The target perceives its surroundings as a horrifying and hostile environment for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. While under the effect of the illusion, the target has disadvantage on ability checks, attack rolls, and saving throws. A target that can see through illusions or has truesight is immune to this lair action.

Shadow Bind. The vampire commands the shadows within its lair to ensnare and immobilize its foes. The vampire targets one creature it can see within 30 feet it. The target must succeed on a DC 19 Dexterity saving throw or become restrained by shadowy tendrils for 1 minute. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on a success. While restrained, the target takes 10 (3d6) necrotic damage at the start of each of its turns.

Unholy Vigor. The vampire taps into the dark energies of its lair, granting their vampire spawn allies an extra surge of strength. Until the start of the vampire's next turn, all vampire spawn within 30 feet of the vampire have advantage on attack rolls and saving throws.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

Corrupted Plantlife. Plants within 1 mile of the lair wither, and their stems and branches become twisted and thorny.

Creeping Fog. A creeping fog clings to the ground within 1 mile of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

Living Shadows. Shadows cast within 1 mile of the lair seem abnormally gaunt and sometimes move as though alive.

Vermin Infestation. There’s a noticeable increase in the populations of bats, rats, and wolves in the region.

If the vampire is destroyed, these effects end after 2d6 days.

Previous Versions

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Monster Tags: Shapechangerundead

Habitat: Urban

DragOOn1888

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