Shapechanger. If Valhiemor isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in bat or wolf form, Valhiemor can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Valhiemor can't take any actions, speak, or manipulate objects. He 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 he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.
Legendary Resistance (3/Day). If Valhiemor fails a saving throw, he can choose to succeed instead.
Misty Escape. When he drops to 0 hit points outside his resting place, Valhiemor transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn’t in sunlight or running water. If he can’t transform, he is destroyed.
While he has 0 hit points in mist form, he can’t revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. he is then paralyzed until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point.
Regeneration. Valhiemor regains 25 hit points at the start of his turn if he has at least 1 hit point and isn’t in sunlight or running water. If he takes radiant damage or damage from holy water, this trait doesn’t function at the start of Valhiemor’s next turn.
Spellcasting.
Spellcasting. Valhiemor is a 18th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). He has the following spells prepared:
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Cantrips (at will): mage hand, prestidigitation, eldritch blast, sacred flame
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1st level (4 slots): comprehend languages, fog cloud, sleep, thunderwave
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2nd level (3 slots): detect thoughts, gust of wind, mirror image
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3rd level (3 slots): animate dead, fireball, nondetection, lightning bolt
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4th level (3 slots): blight, greater invisibility, polymorph
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5th level (3 slot): animate objects, scrying, contagion
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6th level (2 slot): disintegrate, globe of invulnerability
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7th level (2 slot): finger of death, plane shift
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8th level (2 slot): dominate monster, power word stun, harm
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9th level (1 slot): blade of disaster
Spider Climb. Valhiemor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Valhiemor has the following flaws:
Forbiddance. Valhiemor can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Valhiemor takes 20 acid damage if he ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into Valhiemor’s heart while Valhiemor is incapacitated in his resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. Valhiemor takes 20 radiant damage when he starts its turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks.
Multiattack. (Vampire Form Only). The Valhiemor makes two attacks.
Vorpal Rapier. (Vampire Form Only). Melee Weapon Attack: +14, reach 5 ft., one target Hit: 16 (1d8 + 12) piercing damage. When Valhiemor attacks a creature that has at least one head with this weapon and rolls a 20 on the attack roll, Valhiemor cuts off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. the weapon ignores resistance to piercing damage.
Unarmed Strike (Wolf Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, plus 14 (4d6) necrotic damage. If the target is a creature, Valhiemor can grapple it (escape DC 18) instead of dealing the slashing damage.
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Valhiemor, 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 Valhiemor 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 Archduke Valhiemor’s control.
Charm. The Valhiemor targets one humanoid he can see within 30 feet of himself. If the target can see Valhiemor, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Valhiemor. The charmed target regards Valhiemor as a trusted friend to be heeded and protected. Although the target isn’t under Valhiemor’s control, it takes the Valhiemor’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 Valhiemor 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 target takes a bonus action to end the effect.
Children of the Night (1/Day). The Valhiemor magically calls 2d4 swarms of bats and rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Valhiemor and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Valhiemor 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 Valhiemor regains spent legendary actions at the start of its turn.
Move. Valhiemor moves up to its speed without provoking opportunity attacks.
Unarmed Strike. Valhiemor makes one unarmed strike.
Bite (Costs 2 Actions). Valhiemor makes one bite attack.
Cast Spell (Costs 1–3 Actions). Valhiemor uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.
Detect. Valhiemor makes a Wisdom (Perception) check.
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.
- Nonmagical illumination, including sunlight, can't create bright light within 6 miles of the lair.
- Within 3 miles of the lair, disembodied voices whisper in the night. Celestials, Fey, and Fiends with a challenge rating of 2 or lower can choose to slip into the Material Plane from their native planes or vice versa.
- Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.
If the vampire is destroyed, these effects end after 2d6 days.
Previous Versions
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