Medium Undead (Any Race), Neutral Evil
Armor Class 13 (16 with mage armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +4, CHA +7
Skills Arcana +4, History +4, Intimidation +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 11
Languages the languages it knew in life
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Grave Touched.  Once during each of its turns, when it hits a creature with an attack roll and rolls damage against the creature, the warlock can replace the damage type with necrotic damage and roll one additional damage die when determining the necrotic damage the target takes.

Regeneration. The warlock 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 warlock's next turn.

Spider Climb. The warlock can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The warlock has the following flaws:

Forbiddance. The warlock can't enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The warlock takes 20 acid damage when it ends its turn in running water.

Stake to the Heart. The warlock 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 warlock takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Spellcasting. The warlock is a 11th level spell castser, using Charisma as the spellcasting ability (spell save DC 15):

At will: detect magic, eldritch blast, levitate, mage armor (self only), mage hand, minor illusion, prestidigitation, shocking grasp, speak with dead

1/day each: arcane gatefog cloud, negative energy flood

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the warlock, 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 warlock 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.

Charm. The warlock targets one humanoid he can see within 30 feet. If the target can see warlock the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed. The charmed target regards the warlock as a trusted friend to be heeded and protected. The target isn’t under the warlock's control, but it takes the warlock's requests and actions in the most favorable way and lets the warlock bite it.

Each time the warlock or it'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 1 hour or until the warlock is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

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

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

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

Monster Tags: undead

Habitat: UnderdarkUrban

FemkeAxedottir

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