Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat, a Medium cloud of mist, a Large Dire Wolf, 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.
While in Dire Wolf form the vampire can't speak, its walking speed is 50 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.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 30 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.
Innate Spellcasting. The vampire's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The vampire can innately cast the following spells requiring no material components:
At will: animate dead, blight, chill touch, darkness, disguise self, greater invisibility, levitate, telekinesis
5/day each: create undead, eyebite, dominate person, fear
3/day each: finger of death, circle of death (cast using a 7th level spell slot), waves of exhaustion, darkness
1/day each: dominate monster (cast using a 9th level spell slot), power word kill.
Prince Of Darkness(5 per day). Vampire Lord can cast Darkness at 9th level with out using a spell slot.
Weaknesses. The vampire has the following flaws:
Harmed by Running Water. The vampire takes 10 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 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on ability checks.
Lord of Undeath. The Vampire Lord will revive in 1d4 days. The only thing that can stop this trait from functioning aside from a wish spell is if its corpse is burned and its ashes are spread far.
Multiattack. (Vampire Form Only). The vampire makes 3 attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. (Bat, Dire Wolf, and 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.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 18 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 the vampire or the vampire'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 the vampire 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). The vampire magically calls 6d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 4d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain until the vampire dies or until the vampire dismisses them as a bonus action.
Soul Drain (Vampire Form Only; 5 per day). Ranged Spell Attack: +15 to hit, range 60 ft., one creature. Hit: 42 (10d6 + 7) necrotic damage. The target makes a DC 23 Constitution saving throw or the vampire regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the vampire lord to its hit point maximum, it gains the excess as temporary hit points. 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. The vampire cannot use this action when it is in direct sunlight.
Summon Thralls (2 per day).Vampire Lord can summon 2d4 Vampire Spawn or 1 Vampire to his side until he dies or dismisses them as a bonus action. They arrive in 1d4 rounds.
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.
Unarmed Strike. The vampire makes one unarmed strike.
Bite.(Costs 2 Actions). The vampire makes one bite attack.
Description
Vampire Lords are extremely deadly, but luckily for adventures that are also extremely rare as there are only a few vampires that have lived long enough to obtain such a power. These Vampire Lords are said to have descended from the Demon Lords of the Abyss. Anyone unlucky enough to actually meet one of these horrors will likely never get the chance to tell anyone about it.
Lair and Lair Actions
A Vampire’s Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
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.
- Anyone that sleeps within a 5 mile radius of the lair has horrible nightmares of shadow and death.
If the vampire is destroyed, these effects end after 4d6 days.
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Posted Nov 14, 2019Hope you guys enjoy, and I would love to hear any feedback you might have to offer