Medium Swarm of Medium undead, Chaotic Evil
Armor Class 16
Hit Points 195 (23d8 + 92)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, CON +9, WIS +7, CHA +9
Skills Perception +7, Stealth +9
Damage Resistances Necrotic
Senses Darkvision 120 ft., Passive Perception 17
Languages Common plus two other languages
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become Bony Mist (no action required).

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.

Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Necromatic Aura. Upon entering combat, the vampire is surrounded by a circle of moving earth. Within the earth, parts of skeletons move, in various states of anatomical accuracy. If a creature attacks the vampire within 5ft, a skeleton from beneath will attempt to Grapple the creature as a reaction, assuming the ability scores of a Skeleton.

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 (Vampire Form Only). The vampire makes two Grave Strike attacks and uses Bite.

Grave Strike (Vampire Form Only). Melee Attack Roll: +9, reach 5 ft. Hit: 8 (1d8 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.

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.

Bonus 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.

Nezarec's Whisper (Bat or Vampire Form Only). Using the necrotic gifts of Nezarec, the vampire summons 1d4+1 Skeletons in a 90ft radius of their choosing. The Skeletons take their actions immediately after the vampire's turn, regardless of initiative order.

Shape-Shift. 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 Bony Mist (Speed 5 ft., Fly Speed 40 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 game statistics, other than its size and Speed, are unchanged.

While in Bony Mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can’t pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.

Reactions

Skeletal Cage (Recharge 5-6). As a reaction to an incoming spell attack, melee attack, or ranged attack, the vampire summons an aberration of ancient titan bones, resembling a gargantuan ribcage. As the ribcage rises from beneath, any creature within a 5ft radius of the point of summon becomes immediately Restrained. The ribcage has 16 Hit-Points, and upon falling to 0 Hit Points it is then destroyed, and the encapsulated creature can leave and is no longer effected by the Restrained condition. 

Any creature making ranged attacks whilst inside the cage has their vision obscured. Any creature attempting to destroy the cage with a ranged attack that misses must succeed on a Dexterity saving throw (Save DC 14), or else the attack will be made against the creature trapped within. Only one cage can be active at a time, even upon recharge success.

Legendary Actions

Legendary Action Uses: 3 (4 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 17). The vampire can’t take this action again until the start of its next turn.

Deathless Strike. The vampire moves up to half its Speed, and it makes one Grave Strike attack.

 

Lair and Lair Actions

Lair: The Vampire of Bones lair is the graveyard of its initial burial, containing it's coffin. If the vampire did not receive a traditional burial, or the boundaries of the burial place are not marked within a graveyard, the lair can be decided by the Dungeon Master at their own decision. 

Night Terror. Within the graveyard of it's burial, the vampire gains the following bonuses. +1 to it's AC, Resistance to Non-Magical Weapon attacks that are not silvered, and advantage on saving throws involving Constitution and Dexterity.

Nezarec's Blessing. Whilst in it's lair, the vampire regains 1d20+5 Hit Points per turn, as long as the turn is ended out of sunlight. If it chooses to do so, the vampire can bestow these Hit Points to another creature within it's lair.

Improved Nezarec's Whisper (Bat or Vampire Form Only, Once Per Day). Instead of summoning 1d4+1 skeletons, the vampire can summon 1d10+1 skeletons. However, all skeletons must be summoned within the lair, regardless of its size.

Disguised Rest. The vampire's resting place within the graveyard is obscured by the Hallucinatory Terrain spell to appear as solid ground. This spell does not require concentration or the expenditure of a spell slot, and it's duration is infinite. If the vampire returns to 0 Hit Points and Misty Escape is activated, the spell continues. A creature must attempt an Intelligence check (DC 18), as according to Hallucinatory Terrain.

 

lukelacy10

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