Medium Undead (Any Race), Lawful Evil
Armor Class 21 (Plate Armor +3)
Hit Points 773 (140d10 + 73)
Speed 40 ft., Fly 60 ft.
STR
20 (+5)
DEX
21 (+5)
CON
21 (+5)
INT
16 (+3)
WIS
20 (+5)
CHA
17 (+3)
Saving Throws STR +10, DEX +10, CON +10
Damage Vulnerabilities Radiant; Piercing from Magic Weapons Wielded by Good Creatures
Damage Resistances Necrotic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Condition Immunities Charmed
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 13
Languages Common, Draconic, Gith, Marquesian, Telepathy Up to 200 feet, Undercommon Any six languages (including Common)
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Brave. WarMaster Sarris has advantage on saving throws against being frightened.

Shapechanger. If WarMaster Sarris isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.

While in bat form, WarMaster Sarris can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.

While in mist form, the WarMaster Sarris can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.

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

Misty Escape. When it drops to 0 hit points outside its resting place, WarMaster Sarris transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed.

While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. 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.

Regeneration. WarMaster Sarris 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 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. WarMaster Sarris can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. WarMaster Sarris has the following flaws:

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

Harmed by Running Water. WarMaster Sarris 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 WarMaster Sarris' heart while the vampire is incapacitated in its resting place, WarMaster Sarris is paralyzed until the stake is removed.

Sunlight Hypersensitivity. WarMaster Sarris takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. WarMaster Sarris takes two melee attacks.

Bloody Slashes. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 4) slashing damage and target makes a DC 12 CON save. If the target fails the save, it takes 10 (2d6 + 2) necrotic damage and is paralyzed until it's next turn.

Turning Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 4) piercing damage. On a successful melee attack, the target must make a DC 18 CON save, to resist being turned into a Vampire. The target must also repeat the save at the end of its turns, until it passes twice in a row. If the target fails five (5) times in a row, it becomes an undead Vampire loyal to the one who sired it.

Charm. WarMaster Sarris targets one humanoid it can see within 30 feet of it. If the target can see the WarMaster Sarris, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.

Each time WarMaster Sarris 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 24 hours or until WarMaster Sarris is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Children of the Night (1/Day). WarMaster Sarris magically calls 2d4 swarms of bats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Bonus Actions

Rally. Range: 60 feet, Duration: Instantaneous, Target: Self. WarMaster Sarris gives a rallying cry and summons (1d4+1) Vampires. These Vampires are loyal to WarMaster Sarris, seem to come out of nowhere and exist until they are dismissed or until the HP value of each summoned Vampire becomes zero (0).

Reactions

Parry. WarMaster Sarris adds 2 to its AC against one melee attack that would hit it. To do so, Sarris must be able to see the attacker.

Legendary Actions

WarMaster Sarris is an aged Vampire Knight, loyal to Lord Targg. She guards the mountain pass entrance to Lord Targg's land.

Transform. Range: Self, Duration: Until Dispelled. WarMaster Sarris Polymorphs into another creature, gaining its form, known attacks and spells until dispelled.

Bloodsoaked Nighmare. Target one (1) creature that you can see, within fifty (50) feet. The target must make a DC WIS 16 Save. On a failed save: the target perceives whatever if fears it the most, while the world it experiences becomes soaked in blood (flowing from the bottom-up) taking 2d8 psychic damage.

The target also is afflicted with Fear and moves (it's full movement) in the opposite direction of where it's perceived threat is. The target takes half damage on a successful Save and does not suffer any other negative effects.

Description

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

Previous Versions

Name Date Modified Views Adds Version Actions
6/21/2024 12:40:41 AM
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Monster Tags: NPCundead

Habitat: ForestMountainUrban

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