Medium Undead, Lawful Evil
AC 15 Natural    Initiative +4 (14)
HP 112 (15d8 + 45)
Speed 30 ft.
Mod Save
STR 16 +3 +3
DEX 18 +4 +8
CON 16 +3 +7
Mod Save
INT 14 +2 +2
WIS 12 +1 +5
CHA 18 +4 +8
Skills Arcana +5, Deception +7, Insight +4, Stealth +7
Resistances Bludgeoning and Piercing from nonmagical attacks; Bludgeoning and Slashing from nonmagical attacks, Cold, Necrotic
Senses Darkvision 120 ft.; Passive Perception 11
Languages Abyssal, Common, Infernal
CR 11 (XP 7,200; PB +4)
Traits

Hemomancy. The vampire hemomancer can sacrifice their own hit points to enhance their spellcasting. When they cast a spell, they can expend up to 20 hit points. For every 5 hit points sacrificed, the spell deals a additional 1d8 hit points (if applicable). This damage is necrotic.

Regeneration. the vampire hemomancer regains 10 hit points at the start of their turn if it has at least 1 hit point and isn't in sunlight or running water.

Spellcasting. The vampire hemomancer is a 6th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 15, + 7 to hit with spell attacks). They have the following spells prepared.

Cantrips (at will): Chill touch, minor illusion, prestidigitation 

1st level (4 slots): Magic missle, inflict wounds

2nd level (3 slots): Hold person, scorching ray

3 level (3 slots): Vampiric touch, counterspell

Actions

Multiattack. The vampire hemomancer makes two melee attacks or one melee attack and cast a spell.

Blood Drain. Melee weapon attack. +7 to hit, reach 5 ft., one creature. Hit: 9 (1d10 + 4) necrotic damage, and the targets hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the target finishes a long rest. If this effect reduces a targets hit points maximum to 0, the target dies. The vampire hemomancer regains hit points equal to the necrotic damage dealt.

Blood mist. The vampire hemomancer can change into a cloud of bloody mist (as per the spell gaseous cloud) or back into its normal form.

Legendary Actions

The vampire hemomancer can take 1 legendary action. The legendary action can only be used at the end of another creature's turn. The vampire hemomancer regains the spent legendary action at the start of their turn. 

Crimson Empowerment. The vampire hemomancer sacrifices 10 hit points to immediately reroll the damage dice for a spell it just cast. Use the higher result

Bloodletting curse. The vampire hemomancer curses a creature within 30 ft., reducing all healing effects to the creature by half for 1 minute. A creature can make a DC 16 constitution saving throw at the end of its turns to end the curse

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

tylerg21502

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