Medium Undead (Vampire), Neutral Evil
Armor Class 19 Plate
Hit Points 162 (25d8 + 50)
Speed
STR
20 (+5)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +8, CON +7, WIS +6, CHA +9
Skills Arcana +7, Athletics +10, Perception +6, Stealth +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120, Passive Perception 16
Languages Infernal
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Regeneration. The Vampiric Spellblade regains 20 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 Vampiric Spellblade takes radiant damage or damage from holy water, this trait doesn't function at the start of the Vampiric Spellblade's next turn.

Magic Resistance. The Vampiric Spellblade has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The Vampiric Spellblade’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: Detect Magic, Mage Hand

3/day each: Shield, Misty Step, Counterspell

1/day each: Dimension Door, Greater Invisibility

Actions

Multiattack. The Vampiric Spellblade makes three attacks: two with its longsword and one with its bite.

Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage plus 10 (3d6) necrotic damage.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Vampiric Spellblade, incapacitated, or restrained. Hit: 8 (1d6 + 5) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Vampiric Spellblade 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 Vampiric Spellblade's control.

Legendary Actions

The Vampiric Spellblade can take 3 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 Vampiric Spellblade regains spent legendary actions at the start of its turn.

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

Longsword Attack. The Vampiric Spellblade makes one longsword attack.

Necrotic Burst (Costs 2 Actions). Each creature within 10 feet of the Vampiric Spellblade must make a DC 17 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

Habitat: Underdark

michaelboggsjr

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