| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +16 |
| DEX | 20 | +5 | +22 |
| CON | 20 | +5 | +22 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +12 |
| WIS | 16 | +3 | +18 |
| CHA | 22 | +6 | +24 |
Shapechanger. As a bonus action, the vampire can transform into the form of any humanoid it has seen, or back into its true form.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When reduced to 0 hit points outside of its resting place, the vampire transforms into a cloud of mist instead of falling unconscious, provided it isn’t in sunlight or running water.
Sunlight Hypersensitivity. While in sunlight, the vampire takes 20 radiant damage at the start of its turn and has disadvantage on attack rolls and ability checks.
Multiattack. The vampire makes two attacks, only one of which can be a bite.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled, incapacitated, or restrained.
Hit: 10 (2d6 + 5) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by the necrotic damage taken, and the vampire regains the same amount of hit points.
Charm. The vampire targets one humanoid it can see within 30 feet. If the target can see the vampire, it must succeed on a DC 20 Wisdom saving throw or be charmed. The charmed target regards the vampire as a trusted ally and obeys its commands. The effect lasts 24 hours or until the vampire is destroyed.
Dominate Person (Recharge 5–6). The vampire casts Dominate Person (save DC 20) as if using a 5th-level slot.
1. Shadow Step (Teleport)
Bonus Action: The vampire magically teleports up to 30 feet to an unoccupied space he can see that’s in dim light or darkness.
-
Lets him reposition mid-fight, chase down fleeing PCs, or escape grapples.
-
Very “boss-like,” keeps the fight mobile.
2. Blood Frenzy (Self-Buff)
Bonus Action: The vampire enters a frenzy until the end of his turn. His next melee attack deals an extra 2d8 necrotic damage.-
Adds unpredictability and sudden bursts of damage.
-
You can describe it cinematically (eyes glowing red, fangs dripping blood).
3. Shifting Masquerade (Changeling Trick)
Bonus Action: The vampire changes his form into another humanoid he has seen. Until the start of his next turn, attacks against him are made with disadvantage.-
Feels very “changeling.”
-
Can be confusing mid-fight: suddenly two “fighters” are on the battlefield.
4. Command Spawn (Minion Control)
Bonus Action: The vampire issues a mental command to all undead under his control within 60 ft. Those creatures can use their reaction to move up to half their speed.-
Keeps minions coordinated and dangerous.
-
Lets the battlefield feel alive and threatening.
-
-
-
Vampiric Parry
-
Trigger: When a creature the vampire can see makes a melee attack against him.
-
Effect: The vampire adds +5 to his AC against that attack, potentially causing it to miss. If the attack misses, the vampire can immediately make a counterattack with his unarmed strike against the attacker.
Flavor: He swiftly twists his body, shifting faces in the process, and strikes back with unnatural speed.
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.
-
Move. The vampire moves up to its speed without provoking opportunity attacks.
-
Strike. The vampire makes one unarmed strike.
-
Hypnotic Gaze (Costs 2 Actions). One creature the vampire can see within 30 feet must succeed on a DC 20 Wisdom saving throw or be incapacitated until the start of its next turn.
-
Shapeshift (Costs 3 Actions). The vampire changes form into a humanoid it has seen, potentially impersonating an ally. Until the end of its next turn, attacks against it have disadvantage.
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.
Description
The Changeling Vampire Lord is a vision of horror and elegance. Standing in dark gothic armor with blood-red accents, his form constantly shifts, faces of countless victims appearing across his skin. His eyes glow crimson, and black mist curls around his feet as he moves. He exudes a chaotic evil aura, twisting and manipulating both mind and flesh to terrify intruders. His castle throne room mirrors his nature: elegant, deadly, and alive with shadows. A master of deception, blood magic, and shapeshifting, he uses his lair, minions, and cursed artifacts to dominate any who dare oppose him.
Lair and Lair Actions
Lair Actions (Castle)
On initiative count 20 (losing ties), the vampire takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
-
Shadows Attack. Grasping shadows rise; each creature of the vampire’s choice within 20 feet must succeed on a DC 18 Strength save or be restrained until the next round.
-
Hall of Mirrors. Illusory duplicates appear; until the next round, attack rolls against the vampire are made with disadvantage.
-
Castle Awakens. Falling debris or slamming doors force each creature of the vampire’s choice within 30 feet to make a DC 18 Dexterity save or take 14 (4d6) bludgeoning damage and be knocked prone.
-
Blood Drain. The vampire draws on the castle’s dark magic. Each living creature in the castle loses 10 hit points (ignoring temp HP), and the vampire heals the same amount.
Comments