Medium swarm of Medium undead, Chaotic Evil
Armor Class 22 Natural armour
Hit Points 475 (50d8 + 250)
Speed 50 ft., fly 40 ft.
STR
24 (+7)
DEX
22 (+6)
CON
24 (+7)
INT
20 (+5)
WIS
19 (+4)
CHA
26 (+8)
Saving Throws DEX +14, CON +15, WIS +12, CHA +16
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic, Infernal, Telepathy 120 ft. Common, Draconic, Infernal, Telepathy 120ft
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Shapechanger: If the vampire isn't in the sunlight or running water, it can use its action to polymorph into a tiny bat, a medium wolf, a medium cloud of mist, or its humanoid form, or back into its true form. While in bat form it cannot speak (walking 5ft, flying 60ft.). While in Wolf form (Walking speed 60ft). While in mist form( flying 30ft hover) cannot take actions, speak or manipulate objects. Can pass through any openings not airtight. Anything its wearing transforms with it, but nothing it carries does. It reverts to its true form if it dies.

Legendary resistance 5/Day: If the vampire lord fails a saving throw, it can choose to succeed instead.

Regeneration: The vampire lord gains 40 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 lord takes radiant damage or damage from holy water, this trait doesn't function at the start of there next turn.

Misty escape: When it drops to 0 hit points outside its resting place, the vampire lord becomes a cloud of mist instead of falling unconscious, provided its not in sunlight or running water. If it can't transform it is destroyed. While at 0 hit points and in mist form it can not revert to vampire form and it must reach its resting place within 2 hours or be destroyed. once in its resting place it reverts back to its vampire form and is paralyzed until it regains 1 hit point. After 1 hour in its resting place it gains 1 hit point.

Master of Shadows: The vampire lord can cast Shadows ( as the spell control weather, but for shadows within a 10-mile radius) at will. It can also cast darkness, invisibility, shadow blade( as an 8th level spell), and plane shift at will. Its spellcasting ability for these is Charisma (spell save DC 24+16 to hit with spell attacks)

Charm: The vampire lord targets one humanoid it can see within 60ft. If the target can see the vampire lord, the target must succeed a DC 24 Wisdom saving throw against this magic or be charmed by the vampire lord. The charmed target regards the vampire lord as a trusted friend to be heeded and protected. The target is not under complete control but takes the vampire lords requests in the most favorable way and becomes a willing target for the vampires bite.

Children of the night 3/day: The vampire lord magically calls 6d4 swarms of bats or rats, provided the sun is not up. While outdoors the vampire lord can call 8d6 wolves instead. The called creatures appear in 1d4 rounds acting as the vampire lords allies and obeying its spoken word. The beasts remain for 1 hour, until the vampire lord dies, or until the vampire lord dismisses them with a bonus action.

Unholy presence: Each creature of the vampire lords choice within 60 ft. of it and aware of it must succeed a DC 24 Wisdom saving throw or become frightened for 1 minute. A saving throw can be made at the end of each targets turn, with disadvantage if the vampire lord is in line of sight.

Actions

Multiattack: The vampire lord makes four attacks, only one of which can be bite attack.

Unarmed strike: Melee weapon attack +15 to hit, reach 5 ft. one target, Hit 12(1d8+7) bludgeoning damage Grappling instead (escape DC20)

Bite: Melee weapon attack +15 to hit, reach 5 ft, one willing creature or grappled creature by the vampire lord, incapacitated or restrained. Hit: 14(1d10+7)piercing damage plus 28(8d6) necrotic damage. The targets hit point maximum is reduced equal to the necrotic damage taken and the vampire lord regains it points equal to that amount. The reduction lasts until a long rest. ??The target dies if this effect reduces  a hit point max to 0. A humanoid slain in this manner then buried in the ground rises the following night as a vampire spawn under the vampire lords control.

Paralyzing glare: The vampire lord targets one creature it can see within 60 feet. The target must succeed on a DC24 Constitution saving throw or be paralyzed for 1 minute. The Paralyzed target can repeat the saving throw at the end of each of its turns.

Bonus Actions

Command spawn: The vampire lord commands one vampire spawn or undead under its control within 60 ft to take the attack or move action.

Shadow step: The vampire lord teleports up to 60 feet to an unoccupied space it can see that is in dim light or darkness.

Reactions

Shadowy dodge: When the vampire lord is targeted by an attack that it can see, it can use its reaction to impose disadvantage on the attack roll. If the attack misses, the vampire lord can move up to half its speed without provoking opportunity attacks.

Legendary Actions

The Vampire Lord can take 5 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 creatures turn. The vampire lord regains spent legendary actions at the start of its turn.

  • move-the vampire lord moves up to its speed without provoking attack.
  • unarmed strike-The vampire lord makes one unarmed strike.
  • bite(costs 2 actions)- The vampire lord makes one bite attack.
  • Summon shadows(cost 2 actions)- The vampire lord casts summon shadowspawn as an 8th-level spell
  • Dark empowerment(costs 3 actions)-The vampire lord draws on its dark power regaining 75 hit points.
  • Dominate(cost 3 actions)- The vampire lord casts dominate monster (save DC 24)
Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Vlodan stands tall and imposing, an aura of malevolence and regality surrounding him. His alabaster skin contrasts sharply with his long flowing hair of the deepest midnight black.  His piercing crimson eyes burn with unnatural intensity, hinting at the vast, dark power he commands. Despite his undead nature, he retains a noble, almost aristocratic visage, with sharp, chiseled features that convey both beauty and danger in equal measures.

Over centuries, he has mastered the dark arts and amassed untold wealth and power, ruling his domain with an iron fist. His ambitions now stretch beyond mere dominion, seeking to plunge entire continents into eternal night and bring all living beings under his thrall. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: undeadleader

Habitat: ForestUnderdarkUrban

philgray193

Comments

Posts Quoted:
Reply
Clear All Quotes