Phase 1:
Undead Fortitude: If damage reduces the Vampire Death Knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Vampire Death Knight drops to 1 hit point instead.
Vampiric Regeneration: The Vampire Death Knight regains 10 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 Death Knight takes radiant damage or damage from holy water, this trait doesn’t function at the start of the Vampire Death Knight's next turn.
Sunlight Sensitivity: While in sunlight, the Vampire Death Knight has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Blood Shield: As a reaction, when the Vampire Death Knight takes damage, it can reduce the damage by half by expending 10 hit points.
Phase 2: Vampiric Domain (Blood Domain)
Blood Domain: The Vampire Death Knight controls the blood-flooded environment. The area within 60 feet is considered difficult terrain for all creatures except the Vampire Death Knight. The Vampire Death Knight can move freely through the blood as if it were normal terrain.
Blood Manipulation: The Vampire Death Knight can use the Shape Blood ability as an action, which functions similarly to the Shape Water cantrip. It can use this ability to form weapons, shields, or solid structures, or to hinder players by creating walls or waves of blood.
Vampiric Resilience: The Vampire Death Knight regains 15 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 Death Knight takes radiant damage or damage from holy water, this trait doesn’t function at the start of the Vampire Death Knight's next turn.
Blood Rage: When the Vampire Death Knight's hit points drop below half, it gains advantage on all melee attack rolls, and its weapon attacks deal an additional 1d8 necrotic damage.
Phase 1:
Multiattack: The Vampire Death Knight makes two melee attacks.
Blood-Drinker Sword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 4) slashing damage plus 7 (2d6) necrotic damage. The Vampire Death Knight regains hit points equal to the necrotic damage dealt.
Necrotic Strike (Recharge 5-6): The Vampire Death Knight strikes with a blade wreathed in necrotic energy. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) slashing damage plus 10 (3d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Phase 2: Vampiric Domain (Blood Domain)
Multiattack: The Vampire Death Knight makes two melee attacks or one melee attack and one Shape Blood action.
Blood-Drinker Sword (Enhanced): Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 6) slashing damage plus 10 (3d6) necrotic damage. The Vampire Death Knight regains hit points equal to the necrotic damage dealt.
Shape Blood (Recharge 5-6): The Vampire Death Knight manipulates the blood around it to attack or hinder opponents. The following options are available:
- Blood Spike: The Vampire Death Knight causes the blood to form into spikes, targeting one creature within 30 feet. The creature must make a DC 15 Dexterity saving throw or take 14 (3d6) piercing damage plus 7 (2d6) necrotic damage.
- Blood Shield: The Vampire Death Knight creates a shield of blood, granting it +4 AC until the start of its next turn.
- Blood Wave: The Vampire Death Knight sends a wave of blood towards enemies in a 20-foot cone. Each creature in the area must make a DC 15 Strength saving throw or be knocked prone and take 13 (3d6) bludgeoning damage.
Frenzied Strike: The Vampire Death Knight can make one additional melee weapon attack with its Hellfire Blade as a bonus action if it successfully hits a creature with a melee attack during its turn.
Vampiric Mist (Recharge 5-6): The Vampire Death Knight can transform into a cloud of blood mist and teleport up to 30 feet to an unoccupied space it can see. The mist can pass through small holes, narrow openings, and even mere cracks, though it cannot pass through water. This movement does not provoke opportunity attacks.
Parry: The Vampire Death Knight adds 3 to its AC against one melee attack that would hit it. To do so, the Vampire Death Knight must see the attacker and be wielding a melee weapon.
Blood Sacrifice: When a creature the Vampire Death Knight can see dies within 30 feet of it, the Vampire Death Knight can use its reaction to absorb the creature's life essence, gaining temporary hit points equal to half the creature's maximum hit points. The creature's body disintegrates into blood and bone dust.
The Vampire Death Knight can take 2 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 Death Knight regains spent legendary actions at the start of its turn.
1. Blood Drain: The Vampire Death Knight makes a melee attack with its Blood-Drinker Sword. If it hits, the Vampire Death Knight regains hit points equal to half the necrotic damage dealt.
2. Teleport: The Vampire Death Knight vanishes in a burst of blood and reappears in an unoccupied space within 60 feet.
3. Blood Cage (Costs 2 Actions): The Vampire Death Knight creates a cage of solidified blood around one creature within 30 feet. The target must succeed on a DC 15 Dexterity saving throw or become restrained until the end of the Vampire Death Knight's next turn.
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
The Vampire Death Knight, once a revered warrior turned by the dark forces of vampirism, has become a harbinger of death and destruction. Now, as the master of his own blood-soaked domain, he wields the power of blood like a weapon, bending it to his will and crushing all who dare stand before him. His strength and fury only grow as the battle continues, transforming him into a nearly unstoppable force. Those who encounter him in his crypt may find themselves pulled into his nightmarish realm, where blood flows like water and the undead reign supreme.
Tactics
- Phase Transition: As soon as the Vampire Death Knight’s hit points drop to 25 or lower, or if he becomes frustrated with the players, he uses his Blood Domain ability to flood the crypt and drag the players into his domain.
- Shape Blood: He uses the blood around him to control the battlefield, creating obstacles, attacking with blood spikes, or knocking players down with waves of blood.
- Blood Rage: When wounded, he becomes more dangerous, dealing additional necrotic damage and making more reckless attacks to finish off weakened players.
- Legendary Actions: If used, these actions allow him to maintain pressure on the players, regaining health and controlling the battlefield more effectively.
Phase 1 HP: The Vampire Death Knight has starting health points of 92
Phase 2 HP: After phase one the Vampire Death Knight starts over with new health of 210Phase 2: Vampiric Domain (Blood Domain)
Vampire Death Knight (Phase 2)
Large Undead, Lawful Evil
Armor Class: 20 (Blood-Infused Plate Armor)
Hit Points: 140 (20d8 + 60)
Speed: 40 ft., Swim 40 ft.STR | DEX | CON | INT | WIS | CHA
22 (+6) | 16 (+3) | 18 (+4) | 14 (+2) | 16 (+3) | 20 (+5)
Lair and Lair Actions
Lair Actions:
On initiative count 20 (losing initiative ties), the Vampire Death Knight takes a lair action to cause one of the following effects; the Vampire Death Knight can't use the same effect two rounds in a row:
- Blood Flood: The domain floods with knee-high blood, making the area difficult terrain for all creatures except the Vampire Death Knight.
- Blood Rain: Blood begins to rain down, causing all creatures in the lair to make a DC 15 Constitution saving throw. On a failed save, a creature takes 10 (3d6) necrotic damage and the Vampire Death Knight regains hit points equal to the total necrotic damage dealt.
- Sanguine Shackles: The Vampire Death Knight causes the blood in the domain to rise up and attempt to bind a creature within 60 feet. The target must succeed on a DC 15 Strength saving throw or be restrained by blood shackles until the end of the Vampire Death Knight's next turn.
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