Medium Undead, Chaotic Good
Armor Class 22 (natural armor)
Hit Points 500 (59d8 + 236)
Speed 30 ft., fly 30 ft. (hover)
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws CON +11, INT +12
Skills Deception +17, Perception +14, Performance +17, Persuasion +17
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Blinded, Charmed, Paralyzed, Poisoned, Prone, Stunned
Senses Truesight 5280 ft., Passive Perception 24
Languages All
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting (psionics).

Vlad the Vampire's spellcasting ability is Intelligence (spell save DC 19). Vlad the Vampire can innately cast the following spells, requiring no components:

At will: Can cast any spell

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.

Berserk Form.

When Vlad's life drops below 50 he immediately casts Tenser's Transformation which cannot be countered or dispelled. It requires no concentration.

While in this form he can only use actions that list "(Berserk Form)"

Magic Weapon.

Vlad carries a Magic staff which he uses when he goes berserk. This Weapon only has magic while it is being used by Vlad.

Cycles Of Attack.

Vlad attacks in a specific order when he is in his normal form.

  • 2 Turns
  • Flame Vortices
  • 2 Turns
  • Soul Blast
  • 2 Turns
  • Mirror Image
  • 2 Turns
    • If Mirror Image is still active, continue with non-special attacks.
  • Disintegrate

Death Ward.

Vlad the Vampire is under the effects of the Death Ward spell.

 Contingency.

Vlad the Vampire has a contingency that when his Death Ward is triggered, Otiluke's Resilient Sphere is cast.

Actions

Multiattack.Vlad the Vampire makes two Soul Strikes and Steel Wind Strike if availiable.

Soul Strike. Melee or Ranged Spell Attack: +11 to hit, reach 5 ft., or range 300 ft., one target. Hit: 18 (2d12+5) damage.

Steel Wind Strike (Recharge 5-6). "Bleigh" Vlad the Vampire casts Steel Wind Strike with no components however the damage is untyped.: +11 to hit, range 30 ft., Hit: 30(6d10) damage.

Flame Vortices. "Let's Make things...interesting" Range, one creature Vlad can see. Surround a creature with seven mines, leaving the space behind them free, that when passed over deal 55(10d10) fire damage on a failed DC 30 Dexterity save in a 20ft radius, half as much on a successful save. A Target cannot be affected by more than one of these mines in a single explosion. These mines cannot manifest in a space that is occupied by an object. These mines self destruct after Soul Blast has fired.

Soul Blast. "You cannot hide from my wrath!" Vlad the Vampire teleports to the centre of the fighting arena and starts to charge a blast of soul energy that takes 1 round to focus, during this time Vlad is concentrating on a spell and cannot take legendary actions. Vlad gains resistance to all damage. After charging, target 1 creature or object. The target takes 75 damage.

  •        If the target is behind half cover, the cover takes 25 damage and the target takes 50 damage.
  •        If the target is behind three-quarters cover, the cover takes 40 damage and the target takes 35 damage.
  •       If the target is behind fuill cover, the cover takes 75 damage.
  •        After this action, any Flame Vortices that are still active, explode.

Mirror Image. "Let's see how well your senses serve you" Vlad the Vampire casts an advanced form of the Mirror Image spell. This version combines the effects of Mirror Image and Blur which does not require concentration. In addition to these effects, Vlad creates 3 illusory duplicates anywhere he can see within 10 feet of him but not in the same space as something else. These duplicates are indistinguishable from Vlad and are also under the effects of Mirror Image and Blur. These duplicates mimic Vlad's attacks and attack at the same time, against the same target(s) and deal damage as if they were real. If a duplicate is hit by an attack it immediately vanishes. If Vlad is hit by an attack, all duplicates vanish and Mirror Image and Blur end.

Disintegrate. "Let's see how much punishment you can take" Vlad teleports himself and one creature within 300 feet to the centre of the arena. The creature is magically Restrained. Vlad starts charging an attack for 2 rounds during which he cannot take actions or legendary actions. If at any time the creature is no longer restrained, Vlad will cast Disintegrate (DC 19), however this damage can not reduce a creature to 0 hp and will consider this action complete. After fully charging the attack, Vlad attack the the creature who, if hit takes damage equal to its maximum hp -1. This attack can be intercepted by an object or cover (such as a Wall of Force) which is then disintegrated.This damage from a fully charged attack does not cause system shock.

Multiattack (Berserk Form). "Enough! This... ends... NOW!" Vlad the vampire makes four Berserk Strikes with advantage

Berserk Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d12+4) damage Plus 13 (2d12) force damage

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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 vampire's control.

Legendary Actions

Vlad 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. Vlad moves up to it's speed without provoking oppurtunity attacks

Soul Strike. Vlad makes one Soul Strike

Beserk Strike (Berserk Form). Vlad makes 2 Berserk Strikes

Moving Strike (Berserk Form). (Costs 2 Actions). Vlad moves up to his speed then makes 2 Berserk Strikes

Bite.(Costs 2 Actions). The vampire makes one bite attack.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Vlad takes a lair action to cause one of the following effects; Vlad can’t use the same effect until n-1 rounds have passed where n equals the amount of magic mouths active. A magic mouth can be destroyed with a dispel magic cast against it:

  • The magic mouth on the western wall casts Otto's Irresistible Dance targeting everyone in the room
  • The magic mouth on the northern wall casts Dispel Magic targeting the whole room, (+5 to dispel roll)
  • The magic mouth on the eastern wall casts Scatter as if cast by Vlad
  • The magic mouth on the southern wall casts negative energy flood targeting everyone in the room

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
  • The sickening undeath of the region prevents serious injury to undead, if an undead within 500 feet of the lair would recive an injury that results in loss of limb, it instead recieves a limp, an internal injury, a festering wound and a horrible scar.

If the vampire is destroyed, these effects end after 2d6 days.

Monster Tags: Shapechanger

Death_101010

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