Medium Undead, Lawful Evil
Armor Class 16 (natural armor)
Hit Points 178 (17d8 + 102)
Speed 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
22 (+6)
INT
17 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws DEX +8, CON +11, WIS +7, CHA +10
Skills Perception +7, Persuasion +10, Stealth +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Blood Sense. Glasse can pinpoint the location of creatures that aren’t Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.

Hemophilia. A creature that hits the vampire with a melee attack while within 5 feet of it takes 7 (2d6) poison damage.

Regeneration. The pact vampire regains 25 hit points at the start of its turn if it has at least 1 hp and isn’t in sunlight. 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.

Undead Nature. The pact vampire doesn’t require air.

Vampire Weaknesses. Sunlight Hypersensitivity. The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Polite Guest. He cannot enter a building occupied by its owner unless he is invited inside.

Actions

Multiattack. The pact vampire makes two Withered Claw attacks and one Bite of Glasse.

Withered Claw. Melee Weapon Attack: [rollable]+11 to hit, reach 5 ft. Hit: 10 (1d6 + 6) slashing damage plus 9 (2d8) poison damage.

Call Blood. The vampire draws the blood out of a bleeding creature’s body, where it flows through the air into the vampire’s mouth. One creature the vampire can see within 60 feet of it must succeed on a DC 18 Constitution saving throw or take 22 necrotic damage, and its hp maximum is reduced by that amount. The vampire regains hp equal to half the damage dealt. This reduction lasts until the target finishes a long rest.

Bite of Glasse. Melee Weapon Attack: [rollable]+11 to hit, reach 5 ft. Hit: 13 (2d6 + 6) piercing damage. A creature struck by this attack must make a DC 18 Constitution saving throw or become diseased with Scarlet Promenade. While diseased, a creature is vulnerable to piercing and slashing damage, and has disadvantage on any saving throws made to resist effects that drain the creature's blood. A creature that dies from this attack becomes a Promenade vampire spawn if buried for 3 days.

Bonus Actions

Charm. One Humanoid the vampire can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the vampire’s verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to this vampire’s Charm for the next 24 hours.

The vampire can have only one target charmed at a time. If it charms another, the effect on the previous target ends.

Legendary Actions

The pact 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. Each action can only be used once per long rest.

Children of the Bloodsucker(1/Day). The pact vampire magically calls 2d4 Stirges. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Fiends remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Spread Poison. The pact vampire’s blood briefly turns into a mist around it and moves 30 feet without provoking opportinity attacks. Each creature within 15 feet of the vampire when he transforms must succeed on a DC 18 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn.

Call. Glasse uses call blood.

Lair and Lair Actions

Glasse's Lair

Needing to be near civilization for ready access to the blood its patron craves, he dwells in a city’s catacombs, sewers, or other underground complex with easy access to the city’s streets at night. He may lead secret cults within the city, building its patron’s followers while drinking in the blood of the victims the cult brings to it. Due to the vampire’s more direct link to the patron than others, the lair takes on aspects of the patron and is subtly shaped by the patron’s will, filling the lair with magical darkness.

Regional Effects

  • Hemophilia. Creatures bleed more easily within 3 miles of the lair, causing even the slightest scratch to bleed a little longer than usual.
  • Overcast Skies. The area within 6 miles of the lair is perpetually overcast with bits of moonlight peeking through the thick clouds on nights important to the vampire or its patron.
  • Thinned Veil. The veil between the Material Plane within 1 mile of the lair and the vampire’s patron’s home plane is thinned. Conjuration spells that pull from the patron’s home plane are more potent and last longer, and planar travel between the Material Plane and the patron’s home plane is easier.

If the pact vampire dies, these effects fade over the course of 1d10 days.

Habitat: Urban

Baronaught

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