Medium Undead (Vampire), Lawful Evil
Armor Class 22 natural armor
Hit Points 195 (17d8 + 68)
Speed 30 ft.
STR
24 (+7)
DEX
24 (+7)
CON
24 (+7)
INT
17 (+3)
WIS
15 (+2)
CHA
24 (+7)
Saving Throws DEX +12, WIS +7, CHA +12
Skills Medicine +10, Perception +7, Stealth +9
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 13 (10,000 XP)
Proficiency Bonus +5
Traits

Bountiful Luck (7/Long Rest). When an ally the vampire can see within 30 feet of it rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, it can use its reaction to let the ally reroll the die. The ally must use the new roll.

Fates Design. The vampire can make an attack made with its strings of death a critical hit. However doing so, the vampire gains one level of exhaustion at the end of its turn.

Innate Luck (24 Luck Points).
 The vampire has a number of Luck Points equal to its Charisma score and can spend the points on the benefits below. The vampire regains its expended Luck Points when it finishes a Long Rest.

Advantage. When the vampire rolls a d20 for a d20, it can spend 1 Luck Point to give itself Advantage on the roll.

Disadvantage. When a creature rolls a d20 for an attack roll against the vampire, it can spend 1 Luck Point to impose Disadvantage on that roll.

Legendary Resistance (3/Day).
If the vampire fails a saving throw, it can choose to succeed instead.

Masterful Control. The vampire can target control humanoid creatures with its strings even if the target is unconscious or dying. When doing so the vampire can't use any of the targets class features or spellcasting and their speed is halved.  

Precise Control. As an action the vampire can use its string of death to interact with an object within range. The vampire can use its strings of death to open an unlocked door or container, slow or even retrieve an item from an open container, or tip or flip some object. The string used to interact cannot attack or activate magic items or carry more than 35 pounds. 

Puppets on a String. The vampire can attach its strings onto up to 7 humanoid creatures.

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.

Stroke of Luck (7/Day). The vampire has an uncanny knack for succeeding when it needs to. If the vampire's attack misses a target within range, it can turn the miss into a hit. Alternatively, if the vampire fails an ability check, it can treat the d20 roll as a 20.

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.

Vampiric Reflexes (Superior). The vampire can take one reaction on every turn in a combat and has an additional bonus action during its turn.

Actions

Multiattack. The vampire makes two attacks, only one of which can be a bite attack.

Multiattack. The vampire makes two attacks with its strings of death.

Strings of Death. Melee Weapon Attack: +12 to hit, reach 60 ft., one target. Hit: 32 (5d8 + 7) slashing 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.

Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 11 (1d8 + 7) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 21).

Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 10 (1d6 + 7) 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 [monster]vampire.

Puppeteer (7/Long Rest): A humanoid target within range of the vampire's strings of death must make a DC 20 Constitution saving throw or the vampire's strings of death enter the target's body, wrapping around the target throughout its limbs, and attaching to the target's heart, and is now under the vampire's control. An unwilling humanoid creature is considered paralyzed  while it isn't acting out a command. An unwilling humanoid creature does not take damage from the vampire's strings of death. A restrained humanoid can repeat its saving throw at the end of its turn, breaking free on a success or the vampire spends a bonus action to end the effect. On a failed save the restrained humanoid takes 40 [rollable](10d6) slashing damage as the strings of death rip the restrained humanoid's body open, or half as much on a success. While the vampire's strings are attached to a humanoid creature the vampire can do the following:

Control Puppet. As a bonus action on the vampire's turn it can make a humanoid creature attached to its string to move up to its speed, attack a creature, or cast a single cantrip or spell or use an object.
Enhance Reflexes. As a bonus action the vampire can give the humanoid creature advantage on dexterity saving throw until the end of the vampire's next turn.
Enhance Speed. As a bonus action the vampire can give humanoid creature an extra action on turns until the end of the vampire's next turn. That action can be used to take the Dash action.
Evasive Guidance. As a bonus action the vampire can give humanoid creature an extra action on turns until the end of the vampire's next turn. That action can be used to take the Disengage action.
Fortify Puppet. As a bonus action the vampire can grant the humanoid creature a +5 to their AC until the start of the vampire's next turn.
Pull Puppet. As an action the vampire pulls a humanoid creature attached to its strings towards it. The vampire can choose to release the humanoid creature at any time during the pull.
Throw Puppet. As an action the vampire throws a humanoid creature attached to its strings in any direction the vampire chooses except up. The humanoid creature takes 1d6 bludgeoning damage for every 10 feet it is thrown.
Restrain Puppet. The vampire restrains a humanoid creature until it succeeds its saving throw on any of its turns. Creatures with a size above medium have advantage on the save.

Stitch Wound (7/Long Rest). As an action the vampire can stitch up wounds and restore 32 (5d8 + 7) hit points to a creature within range of its strings of death.

Bonus Actions

Tangle. As a bonus action the vampire can attempt to tangle a target caught in its strings of death and restrain it. The target must make a DC 20 Dexterity saving throw. On a fail, the target is restrained by the vampire. A restrained target can repeat its saving throw at the end of its turn, breaking free on a success or the vampire spends a bonus action to end the effect. On a success the target is not restrained.

Reactions

Parry. The vampire adds 5 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.

Interceptive String (7/Long Rest). As a reaction the vampire can protect a humanoid creature attached to its strings of death from harm. Until the vampire's next turn the humanoid creature has a +5 bonus to AC, including against the triggered attack.

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.

Unarmed Strike. The vampire makes one unarmed strike.

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

Lair and Lair Actions

 

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