Avoidance(3/Day, or 4/Day in Lair). If the vampire is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can’t use Shape-Shift, it is destroyed.
While it has 0 Hit Points in mist form, it can’t return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
Regeneration. When the vampire is not in his mist form, it regains 30 hit points at the start of its turn if it has at least 1 hit point and he isn't in sunlight. If the vampire takes radiant damage, it only regains 10 hit points at the start of his next turn.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Undead Marshall. Unless the vampire is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Undead Monarch (EliteTrait, recharges after a Rest). When the vampire is first bloodied, all conditions and effects it is suffering end for it and it can use its Elite Actions.
Undead Resistance. The vampire has advantage on saving throws to resist effects that inflict the incapacitated, paralayzed, petrified, or stunned conditions.
Vampire Weakness. The vampiredoes not have these weaknesses due to its age and power:
Forbiddance. Does not need an invitation to enter
Running Water. Can walk through any body of water and Holy Water does half damage
Vampire Weakness. The vampire has these weaknesses:
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.
Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 24 (2d6 + 17) bludgeoning damage. If the target is a Large or smaller creature it must make a DC 21 strength saving throw or be grappled, knocked prone, or pushed 20 feet, the vampire's choice. Alternately, instead of dealing damage, the vampire can grapple the target (escape DC 21).
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 13 (3d8) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire’s control.
Children of the Night (1/Short Rest). The vampire magically calls 2d6 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 4d6 wolves (wolf) instead. The called creatures arrive in 1 round, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 4 hours, until the vampire dies, or until the vampire dismisses them as a bonus action.
Telekinesis. The vampire chooses one object or creature it can see within 120 feet of it and that weights 10,000 lbs or less. The vampire can move the target up to 90 feet in any direction it wishes. A creature can make a DC 19 Strength saving throw, preventing the movement on a success.
If during this forced movement the target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was moved. If the target is moved at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.
Lord of Shadows. If the vampire is in dim light or darker, it can take the Hide action.
Undead Speed. The vampire lord can use a bonus action to take the Dash or Disengage actions.
Charm (Recharge 5–6). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17), and the duration is 24 hours. The Charmed target is a willing recipient of the vampire’s Bite, the damage of which doesn’t end the spell. When the spell ends, the target is unaware it was Charmed by the vampire.
Change Shape. If the vampire isn’t in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 90 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 60 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 it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
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. If the vampire has unspent legendary actions at the end of the round, it may spend and immediately use any remaining legendary actions. 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 attack.
Unstoppable. The vampire removes one condition or effect it is suffering. It can do so if it has at least 1 hit point, even while unconscious or incapacitated.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Dominate (Cost 2 Actions). The vampire commands one creature it has charmed. The creature must use its reaction to move up to its speed and make an attack or cast a spell with a target of one creature. The vampire choses the action and the target.
ELITE ACTIONS
If the vampire’s elite trait is active, he can use the options below as legendary actions for 1 hour after using Undead Monarch.
Telekinetic Crush (Costs 2 Actions). The vampire selects one creature it can see within 120 feet of it. The creature must make a DC 19 Strength saving throw, taking 35 (6d10) bludgeoning damage and being restrained on a failed save. The target remains restrained as long as the vampire maintains concentration and is within 120 feet of the target. On each of its turns the target can spend an action to attempt a DC 19 Strength (Athletics) check, ending the condition on a success.
Shadow Strike (Costs 3 Actions). The vampire transforms into its mist form and moves up to its speed without provoking opportunity attacks. It can manifest a claw and make one Unarmed Strike attack against each creature it moves past. At the end of this movement it transforms back into is vampire form.
Lair and Lair Actions
1. Until the start of the next round, any non-undead creature attempting to cast 4th-level spells or lower becomes wracked with pain. Those affected may choose alternative actions but must make a DC 16 Constitution saving throw if they insist on completing their casting. The spell has no effect on a failure, and the caster takes 1d6 necrotic damage multiplied by the spell's level.
2. The creature telepathically whispers to one target within its range. The target must succeed on a DC 15 Wisdom saving throw or be charmed until the start of the next round. A target charmed in this way obeys any command to the best of its ability that would not cause it to harm itself directly.
3. Supernatural shadows turn all bright light to dim light within the lair.