Medium Undead, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 189 (18d8 + 90)
Speed 40 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
15 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +11, WIS +9, CHA +9
Skills Arcana +8, Athletics +11, History +8, Perception +9, Stealth +11
Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Unconscious
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19
Languages Abyssal, Celestial, Common, Dwarvish, Elvish, Infernal, Primordial
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Regeneration. The vampire regains 25 hit points at the start of its turn if it has at least 1 hit point. If the vampire takes radiant damage, it regains 10 hit points from the next use of this trait instead.

Spell Reflection. If the creature makes a successful saving throw against a spell, or a spell attack misses it, the creature can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the original target.

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

Dimensional Rift. As a bonus action, the vampire can create an invisible and immobile rift (Perception DC 25 to spot a rift disturbance) within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the vampire can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, the vampire can see through it and is considered to be next to the destination as well, and anything the vampire puts through the rift (including a portion of its body) emerges at the destination. Only the vampire can use the rift, and it lasts until the end of the vampire's next turn.

Vampire Weaknesses. The vampire has the flaw:

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

Actions

Multiattack. The vampire makes three attacks, only one of which can be a Syphon.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage. If the target is a creature, the vampire can grapple the target (escape DC 19).

Syphon. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (2d8 + 6) bludgeoning damage and 17 (5d6) 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. This 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 rises the following night as a vampire spawn under this vampire’s control. If the target is grappled, syphon deals necrotic damage automatically.

Fey Majesty. The vampire targets one creature it can see within 30 feet of it. If the target can see or hear the vampire, the target must succeed on a DC 17 Charisma saving throw or be charmed. The charmed target regards the vampire as a friend to be heeded and protected. Although not under the vampire’s control, it takes the vampire’s requests in the most favorable way and is a willing target for the vampire’s syphon.

While the target is charmed, the vampire can communicate with the target telepathically within 300 feet. The vampire can use a bonus action to force the target to repeat the saving throw. If the save fails, the vampire can render the creature full of despair (disadvantage on ability checks and attack rolls) or confused (as the confusion spell) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the despair or confusion on itself on a success.

Each time the vampire or the vampire’s allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until the vampire dies, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Teleport. Brakka magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Dark Reflection (Recharge 6). Brakka's connection to the pasture is tapped and each creature in a 60 ft radius centering on himself must make a DC 18 saving throw at their lowest save. On a failed save the creature is  frightened and paralyzed for one turn, and frightened if they succeed.

Reactions

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into an Energy Form instead of falling unconscious, and can cast misty step at-will. If the vampire can’t transform, it dies.

While it has 0 hit points in energy form, the vampire dies if it takes damage three times or radiant damage once. It can’t willingly revert to its vampire form, and it must reach its resting place within 2 hours or die. 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.

Attack Redirect.  If an attack misses and an enemy is adjacent to a dimensional rift, Brakka can redirect the attack towards the enemy that is adjacent to the rift.

 

Legendary Actions

The vampire can take 3 legendary actions, choosing from the options here. 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.

Move and Claw. The vampire moves up to its speed and attacks once with its claws.

Syphon (2 Actions). The vampire makes one syphon attack.

Purify Blood (2 Actions). Even if the vampire can’t take actions, one condition ends on it.

Gathering Darkness (3 actions). Resets Dark Reflection ability.

Description

Fey Horror. Vampirism emphasizes fey qualities among elves. The elf becomes wispier, more ephemeral and haunting. An elf vampire’s fey resistances become enhanced to the point that the vampire is hard to turn and can’t be rendered unconscious or  charmed. The vampire enters a trance for a few hours instead of sleeping, remaining aware of their surroundings during that time.

Fey Majesty. Fey ancestry and vampirism combine to give an elf vampire influence over the minds of humanoids and beasts. Legends of vampire enchantments could stem from the powers of elf vampires, who might have been the first to suffer this curse. The power of mental influence also allows the vampire to share sorrow and fear with those the vampire has charmed, or to befuddle their minds.

Also, those the elf vampire charms for long periods develop an attachment to the vampire, which can grow into a macabre affection even when the creature isn’t charmed. Tales say ancient elf vampires can charm creatures other than humanoids and beasts.

Salvage

An elf vampire’s flesh turns to glittering powder when the vampire dies. This powder can still be used to make the ointment rendered vampire flesh can make. However, this dust can also be used as a material component for any enchantment spell or spell that deals necrotic damage. If a spellcaster uses the dust in this way, the spell save DC for the spell increases by 2. If the spell requires an attack roll, the caster scores a critical hit on a roll of 19 or 20, and any damage die for necrotic damage that rolls a 1 is treated as a 2. One vampire produces enough dust for two uses, plus one use per age category of the vampire beyond spawn.

Lore

DC 15 Intelligence (History): Elf vampires don’t sleep, so they are aware all the time. And they can’t be charmed or knocked unconscious.

DC 15 Intelligence (Religion): Fey ancestry combines with vampirism to render elf vampires resistant to effects that turn undead.

DC 20 Intelligence (Arcana): Elf vampires can manipulate the minds of beasts and people. Legend says that ancient elf vampires can sway the minds of other creatures.

KillakoKillaken

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