Medium Undead (Vampire), Chaotic Evil
Armor Class 20 (Natural Armor)
Hit Points 320 (25d10 + 175)
Speed 60 ft., Climb 60 ft.
STR
28 (+9)
DEX
24 (+7)
CON
24 (+7)
INT
12 (+1)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +16, DEX +14, CON +14, WIS +11
Skills Intimidation +12, Perception +10, Stealth +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 20
Languages understands languages it knew in life but cannot speak
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Empowered Regeneration. The vampire regains 40 hit points at the start of its turn if it has at least 1 hit point 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 its next turn.

Empowered Bite. With the curse lifted, the vampire’s bite fully restores its vitality. When it hits with its Bite attack, the vampire regains hit points equal to the necrotic damage dealt.

Sunlight Sensitivity. While in sunlight, the vampire takes 20 radiant damage at the start of its turn, has disadvantage on attack rolls and ability checks, and cannot use its Regeneration trait.

Shadow Step. As a bonus action while in dim light or darkness, the vampire can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The vampire has advantage on the next melee attack it makes before the end of its turn.

Master of Shadows. The vampire can command creatures of darkness. As a bonus action, it can summon 1d4 shadow hounds or one shadow demon (DMG) within 30 feet. The creatures remain for 1 hour or until dismissed.

Actions

Multiattack. The vampire makes four attacks: three with its Claws and one with its Bite.

Claws. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 9) slashing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.

Empowered Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature that is grappled by the vampire, incapacitated, or restrained.
Hit: 18 (2d6 + 9) piercing damage plus 28 (8d6) 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 the necrotic damage dealt.

Shadow Nova (Recharge 5–6). The vampire erupts with shadowy energy in a 30-foot radius. Each creature in the area must make a DC 19 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a success. Creatures in dim light or darkness make the saving throw with disadvantage.

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.

1. Lunge Attack. The vampire moves up to its speed without provoking opportunity attacks and makes one Claw attack.

2. Dark Command. The vampire targets one creature within 60 feet. The target must succeed on a DC 19 Wisdom saving throw or be charmed for 1 minute. The charmed creature regards the vampire as a trusted ally to be heeded and protected.

3. Bloodletting Strike (Costs 2 Actions). The vampire makes one Bite attack against a grappled creature.

4. Shadowy Reclamation (Costs 3 Actions). The vampire releases an aura of necrotic energy, regaining 50 hit points. Each creature within 20 feet of the vampire must succeed on a DC 19 Constitution saving throw or take 18 (4d8) necrotic damage and have their hit point maximum reduced by the same amount.

Monster Tags: undead

Zpence9000

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