Medium or Small Undead (Human), Lawful Evil
AC 16    Initiative +14 (24)
HP 146 (20d8 + 88)
Speed 40 ft., Climb 40 ft., Fly 40 ft.
Mod Save
STR 20 +5 +10
DEX 18 +4 +9
CON 18 +4 +4
Mod Save
INT 19 +4 +4
WIS 16 +3 +8
CHA 21 +5 +10
Skills Arcana +9, Perception +13, Stealth +9
Vulnerabilities Radiant
Resistances Cold
Immunities Necrotic; Charmed, Exhaustion
Senses Blindsight 120 ft.; Passive Perception 23
Languages Common plus three other languages
CR 15 (XP 13,000, or 11,500 in lair; PB +5)
Traits

Legendary Resistance (1/Day, or 2/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.

Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place, it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour, after which it regains 1 Hit Point.

Vampire Weakness. The vampire has these weaknesses:

Forbiddance. The vampire can’t enter a residence without an invitation from an occupant.
Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire’s heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

Actions

Multiattack. The vampire makes two attacks, using Grave Strike or Sickening Ray in any combination.

Greatsword. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (2d6 + 3) Slashing damage plus 13 (1d6) Necrotic damage.

Sickening Ray. Ranged Attack Roll: +7, range 120 ft. Hit: 16 (2d10 + 3) Necrotic damage, and the target has the Poisoned condition until the start of the vampire’s next turn.

Hunger of Hadar (Recharge 5–6). The vampire casts Hunger of Hadar (level 3 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18).

Bonus Actions

Sanguine Drain. Constitution Saving Throw: DC 18, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (2d8) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.

Reactions

Counterattack. Trigger: Ama Ver is hit by an attack roll. Response: Ama Ver adds 4 to its AC against that attack, possibly causing it to miss. On a miss, Ama Ver can make one Greatsword attack against the attacker.

Counterspell (Recharge 3–6). Trigger: Enemy that Ama Ver can see within 60 ft. casts a spell. Response: Ama Ver can cast Counterspell

Legendary Actions

Legendary Action Uses: 1 (2 in Lair). Immediately after another creature’s turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.

Beguile. The vampire casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 18). The vampire can’t take this action again until the start of its next turn.

Umbral Strike. The vampire moves up to half its Speed, and it makes one Grave Strike or Sickening Ray attack.

Description

 

Ama Ver is a Captain of 6th Special Operations group of the Amn army. She's 6'1, pale, and nasty. Her black long hair tend to fall chaotically on the back and shoulders, however sometimes she ties it in a bun. Her eyes are brown most of the time, but in emotions they can turn red. Her attitude is sarcastic and cunning. She's an army veteran, specialized in sabotage, murder, and arson, which is her favourite.

She rests in a coffin in her command tent. Only chosen soldiers know she's a Vampire.

Lair and Lair Actions

Vampire Lairs

Vampires and vampire umbral lords create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.

The region containing a vampire’s lair is warped by its presence, creating the following effects:

Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.

Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.

Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog.

If the vampire dies or moves its lair elsewhere, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
2/28/2025 9:54:59 PM
3
0
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Coming Soon

Monster Tags: soldier

Habitat: UnderdarkUrban

MokryDyngus

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