Medium Undead (Shapechanger), Lawful Evil
Armor Class 15 (17 with blood armour)
Hit Points 115 (13d8 + 56)
Speed 30 ft., Fly 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +8, WIS +6, CHA +8
Skills Perception +8, Stealth +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Shapechanger. If the vampire 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, the vampire 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 vampire 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 the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. When it drops to 0 hit points outside its resting place, the vampire 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. The vampire 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. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses. The vampire has the following flaws:

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

Harmed by Running Water. The vampire 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.

Blood Magic. The vampire uses its blood points to cast and deal damage with it's spells and can store up to a maximum of 15 blood points at a time.

Corpse Steal. The vampire can steal blood from corpses, up to 4 of its blood points.

Blood Drain. The vampire can pull blood out of someone other than themselves. As an action the vampire chooses a creature that has blood within 60 feet. The creature must succeed a Constitution Saving Throw against the vampire 's class Spell Save (DC 16) or the vampire can siphon up to 2 of the creatures hit dice, converting them into blood points and dealing damage equal to the damage of the hit dice rolled. 

Blood Control. The vampire can control the manipulate the blood inside their targets body. As an action the vampire chooses a creature that has blood within 30 feet. The creature must succeed on a Constitution saving throw (DC16) on a failure the vampire can then force the target to use their reaction to either move up to half its speed or attack a target within melee range.

Blood Spells.

Blood Armor (4 blood points) V, S: As an action you control blood to harden into armor. This armor can cover you or any other medium sized creature. This armor is considered light and has an armor class of 14 + Dexterity bonus.

Blood Weapon S: As a bonus action you form a weapon made entirely of blood. This weapon can take the form and statistics of any weapon and is considered magic for the purposes of overcoming resistance. The cost to create said weapon depends on the type of weapon.
5x +1 Blood Dart (2 blood points)
2x +2 Blood Dagger (4 blood points)
1x +3 Blood Greatsword (6 blood points)

Blood Eruption (10 blood points) V,S: As an action the vampire target a 10ft radius sphere causing all blood in that area to become volatile. Each creature within range makes a Constitution Saving throw (DC16) takes 3d8 piercing damage on a failed save and takes 1 point of exhaustion or half as much damage on a successful one and isn't exhausted.

Actions

Multiattack. The vampire makes two attacks with whichever weapon it has created.

+1 Blood Dart. Ranged Weapon Attack: +8 to hit, 20/60 ft, one target. Hit: 8 (1d4+5)  piercing damage.

+2 Blood Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d4 + 6) piercing damage.

+3 Blood Greatsword Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (2d6 + 7) piercing damage.

Legendary Actions

The vampire 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 vampire regains spent legendary actions at the start of its turn.

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

Blood Strike. The vampire makes one weapon attack.

Blood Drain (Costs 2 Actions). The vampire uses their Blood Drain ability.

Lair and Lair Actions

The Vampire Blood Mage lair consists of wherever their vampire spawn exist. They hide in their coffin when resting, guarded by vampire spawn and other loyal creatures of the night.

Lair Actions

When fighting inside their lair, a vampire can draw on the powers of their followers. On initiative count 20 (losing initiative ties) the vampire takes a lair action to cause one of the following effects:

  • The vampire blood mage can draw on the energy of their followers, draining what small amount of blood they have. A follower willingly takes 4d10 piercing damage and give the vampire blood mage 2 blood points.
  • The vampire blood mage targets any 2 creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round.
  • The vampire blood mage can call forth followers within their lair to join the battle (there are a limited number of followers).

Monster Tags: Shapechanger

Habitat: Urban

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