Shapechanger. Desmon at will can use an action to polymorph into [Bat], [Raven], or a cloud of mist. While in bat form, the vampire can't speak, its walking speed is 10 feet, and it has a flying speed of 90 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 45 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.
King of undeath. Upon reaching 0hp rather than die Desmond returns to life in a changed form. His current hit point total instead resets to 500 hit points, he regains any expended uses of Legendary Resistance. Additionally, the Vampire King can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the Vampire King in his Monstrous form.
Shadow Stealth. While in dim light or darkness, Desmond can take the hide action as a free action and turn invisible.
Avoidance. If Desmond is subjected to an effect that allows him to make a saving throw to only take half damage, he instead takes no damage if he succeeds the saving throw and half damage if he fails.
Spellcasting. Desmond's spellcasting ability is Charism (spell save DC 23, +15 to hit with spell attacks). [Desmond] can innately cast the following spells requiring no material components
At-Will: [animate dead], [blight], [chill touch], [darkness], [disguise self], [greater invisibility], [levitate], [telekinesis]
5/day each: [create undead], [dominate person], [eyebite], [fear]
3/day each: [circle of death] (cast using a 7th level spell slot), [finger of death],
1/day each: [dominate monster] (cast with a 9th level spell slot, [power word kill]
Multiattack. The vampire makes three attacks, only one of which can be a bite attack.
Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 10 ft, one creature. Hit: 11 (1d10 + 6) bludgeoning damage. Instead of dealing damage, Desmond can grapple the target (escape DC 22).
Vampiric Touch. Melee Spell Attack: +15 to hit, reach 10 ft., one creature. Hit: 28 (6d6 + 7) necrotic damage. Desmon d regains hit points equal to half the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is grappled (escape DC 22). The vampire can continue to use the Vampiric Touch action on a grappled creature once a turn. A humanoid slain by this attack rises as a zombie after 1 hour under the vampire's control. The vampire cannot use this action when it is in direct sunlight.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Desmond, incapacitated, or restrained. Hit: 16 (3d6 + 6) piercing damage plus 21 (6d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Desmond 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.
Soul Drain (Recharge 5-6). Ranged Spell Attack: +15 to hit, range 60 ft., one creature. Hit: 42 (10d6 + 7) necrotic damage. The target makes a DC 23 Constitution saving throw or the vampire regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the vampire to its hit point maximum, it gains the excess as temporary hit points. 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. Desmond cannot use this action when it is in direct sunlight.
Charm. Desmond 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 23 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 its 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
Children of the Night (3/Day). Desmond magically calls 4d6 giant bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 dire 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.
Reactive. Desmond can take 2 reactions instead of 1.
Poise. If Desmond would be hit by a weapon attack, he takes half as much damage.
Desmond has 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Desmond regains all spent legendary actions at the start of his turn.
Move. Desmond moves up to its speed without provoking opportunity attacks.
Vampiric Touch or Unarmed Strike. Desmond makes one Vampiric Touch attack or one unarmed strike.
Bite (Costs 2 Actions). Desmond makes one bite attack.
Cast a Spell (Costs 2 Actions). Desmond a spell from its Innate Spellcasting feature, expending a use of that spell as normal.
Absorb Life (Costs 3 Actions). Every non-undead creature within a 30-foot radius of Desmond must make a DC 23 Constitution saving throw. On a failed save, a creature takes 35 (10d6) necrotic damage and has its hit point maximum reduced by that amount until the greater restoration spell or similar magic is cast on it. On success, a creature takes half as much damage and does not have its hit point maximum reduced. The vampire regains the amount of necrotic damage dealt as hit points. If the amount of hit points the vampire gains restores the vampire to its hit point maximum, the vampire gains the excess as temporary hit points. A humanoid slain in this way becomes a wraith under the vampire's control. The vampire cannot use this action when it is in direct sunlight.
If King of Undeath has activated in the last hour Desmond gains access to the options below.
Free action. Instead of walking normally, Desmond gains the ability to teleport as movement, not provoking opportunity attacks.
Mortal's bane (Costs 2 Actions). Desmond gazes with the power of death itself directly to the soul of a mortal. The target must make a DC 25 Wisdom saving throw. On a failed save the creature takes 82 (15d10) necrotic damage. Desmond regains the amount of damage he deals. If a creature is killed with this attack he instead regains double the amount of health as he consumes the target's soul.
Blood extraction (Costs 3 Actions). Desmond forcibly pulls the blood out of a creature through any natural openings in their skin such as eyes, mouth, ears, space between fingernails etc. As he does the target must make a DC 22 Constitution save as well as a DC 22 Wisdom save. The constitution save upon a failure results in the creature's hit point maximum decreases by 24 (7d6) damage. Upon a successful save the creature's hit point maximum remains unchanged. This effect can only be reverted with the use of wish or a long rest. The Wisdom save if failed causes the creature to be frightened for 1 minute with the ability to repeat the save at the end of the creature's every turn. On a success, the creature isn't frightened and cannot become frightened with the use of Blood Extraction for another hour.
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