Medium Undead (Shapechanger), Lawful Evil
Armor Class 23 natural armor
Hit Points 327 (22d12 + 68)
Speed 70 ft., Fly 120 ft.
STR
22 (+6)
DEX
26 (+8)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws DEX +14, WIS +8, CHA +13
Skills Perception +7, Stealth +9
Damage Vulnerabilities Fire; Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 50, Darkvision 120 ft., Truesight 15, Passive Perception 18
Languages Having spent it's thousands of years in study, the Archvampire knows all mortal languages, as well as Infernal, Abyssal, and Primordial
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (5/Day). If the Archvampire fails a saving throw, it can choose to succeed instead.

Improved Regeneration. The Archvampire regains 35 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 Archvampire can climb difficult surfaces, including upside down on ceilings, as though it were flat ground

Shroud of the Night.  The Archvampire can cause his billowing cape to release a cloud of supernatural darkness in an area 20 ft. around him.  No light, natural or magical, can penetrate this cloud  (Radiant damage is negated unless the source is a projectile or melee weapon) and spiritual creatures that enter the area of the cloud must succeed a DC 17 wisdom saving throw or be banished.

Savage Sortilege.  The Archvampire Crits on an 18 or higher

Lightning Reflexes.  The Archvampire can take 2 reactions or bonus actions per round (but not both)

 

Vampire Weaknesses. The Archvampire has the following flaws:

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

Harmed by Running Water. The Archvampire 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

Longsword.   Longsword. 1d20+12 to hit, 4d10+10 damage

Vampiric Dagger.   Dagger, 1d20+14 to hit, 4d4 piercing +3d8 necrotic.  He heals for the same amount as the necrotic damage inflicted

Multiattack.  The Archvampire can make three attacks.  Two with his Longsword and one with his Vampiric Dagger.

Repelling Strike:  The Archvampire can, on a hit, attempt to throw an opponent backwards.  They must succeed a strength saving throw (DC 18) or be thrown 20 ft.  

 Summon Undead:  The vampire calls forth his hordes, summoning either 2d4 Fell Bats or 2d6 zombies

Bonus Actions

Dagger Strike:  The Archvampire can strike with his dagger

Celeste: The Archvampire can telepathically command Celeste to move up to 30 feet and make a weapon attack.

One With the Night:  While in an area of dim light or darkness, the Archvampire can shroud himself in night, turning invisible until the start of his next turn

Disengage.  

Reactions

Superior Counterspell.   Up to 5 times per day, the Archvampire can automatically negate any spell cast by a target it can see within 100 ft.

Savage Riposte:  When struck by a melee attack, or when a spell is cast within melee range of him, the Archvampire may use his reaction to make a free melee attack with either his sword or dagger.  If the attack hits he may reroll his lowest damage die.

Legendary Actions

The vampire can take 4 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.

Move. The Archvampire moves up to its speed without provoking opportunity attacks.

Strike. The Archvampire makes one weapon attack.

Flee.  Upon taking lethal damage the Archvampire will instantly warp back to it's coffin to try and recuperate

Unholy Bolt.  As long as the Archvampire is not engaged in melee, he releases a bolt of necrotic energy at any target within a 60ft range.  That target must succeed a DC 19 dexterity saving throw or take 2d12 necrotic damage.  If the bolt hits, all creatures within 15ft of the original target take the same damage as it bounces between them.

 

Mythic Actions

Wither (only at the start of combat).  The Archvampire unleashes a wave of necrotic energy. All creatures within 120 ft. make a Constitution saving throw (DC 17).  On a failed save creatures take 4d12 necrotic damage and have disadvantage on all attack rolls for their first 2 turns.  On a successful save creatures take half damage and suffer no penalties.

Children of the Night.   Upon losing half (or more) of his maximum health, the Archvampire explodes into a cloud of bats, reforming at any space within 150 ft. of his original location.   He then calls forth his undead host, summoning 2 Varghulf, 2d4 Vargheists, 3d4 Fell Bats, and 3d6 Zombies

Eternal Undeath.  Upon reaching 0 hit points, the Archvampire draws upon it's deep wells of necromantic sorcery, rejuvenating it.  the Archvampire immediately heals 6d12 hit points and takes a free movement and a free action.  the Archvampire must wait 4 turns before this can be used again.

Description

Born of a most ancient and secretive line of vampires rumored to be direct descendants of the first vampire himself thousands of years ago, a line that grows more powerful the older they are, Barid Bel Tedronai is ancient indeed.  Nobody knows exactly how long he has been roaming the far corners of the world but he is estimated to be well over 1,000 years old.  He has spent that time, not as many of his brethren have, enthralled in their dusty books and tomes, but as a powerful warrior and general.  As such, while his innate vampiric powers have swelled indeed, granting him some magic, his true strength lies in his physical abilities, as well as the legendary armaments he's collected throughout his long life, either by spending his vast fortunes to have them crafted, or by stealing them from the corpses of his victims. 

He now spends his days sailing his black fleet from shore to shore, conquering in the name of his dread Lord.  A name that none but him and his kin know, for none who have heard it have lived to tell the tale.

 

(note for DM's.  Do NOT throw this at your party unless they're incredibly well prepared or you absolutely 100% want to tpk them.) 

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: Shapechanger

Habitat: Urban

Arrantrogue05

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