| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +10 |
| DEX | 18 | +4 | +9 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 19 | +4 | +4 |
| WIS | 16 | +3 | +8 |
| CHA | 21 | +5 | +10 |
Regeneration. Virelda regains 10 hit points at the start of her turn if she has at least 1 hit point and isn't in sunlight or running water.
Sorcerous Blood (Necrotic Affinity). When Virelda casts a spell that deals necrotic damage, she can reroll any 1 on the damage dice, but must use the new result.
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Drift (Recharge 5–6). As an action, Virelda becomes partially insubstantial for 1 minute or until she ends it as a bonus action.
While insubstantial: She can move through other creatures' spaces as if they were difficult terrain. She doesn’t provoke opportunity attacks and has resistance to all damage. She cannot use physical attacks but can cast spells and maintain concentration. Her movement becomes silent and leaves behind wisps of shadow. If she ends her turn inside a creature's space, she is shunted to the nearest unoccupied space and takes 1d10 force damage.
"You try to strike me, but I’m already gone."
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.
Spellcasting (Sorcerer Level 10)
Spellcasting Ability: Charisma (spell save DC 18, +10 to hit) She requires no material components and uses her wand or jewelry as a focus.
Cantrips (at will): Chill Touch, Prestidigitation, Mage Hand, Toll the Dead
1st level (4 slots): Mage Armor, Cause Fear, Shield, Silvery Barbs
2nd level (3 slots): Mirror Image, Ray of Enfeeblement, Wither and Bloom
3rd level (3 slots): Counterspell, Vampiric Touch, Animate Dead
4th level (3 slots): Blight, Greater Invisibility
5th level (2 slots): Danse Macabre
Multiattack. The vampire makes up to three attacks, two claws and a bite, or using Necrotic Lash and Sickening Ray in any combination.
Claw. Melee Attack Roll: +10, reach 5 ft. Hit: 9 (2d4 + 5) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13) from one of two claws.
Bite. Constitution Saving Throw: DC 18, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 7 (1d4 + 5) Piercing damage plus 10 (3d6) 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.
Necrotic Lash. Melee Attack Roll: +10, reach 10 ft. Hit: 21 (4d8 + 5) Slashing damage plus 13 (3d8) Necrotic damage.
Sickening Ray. Ranged Attack Roll: +10, range 120 ft. Hit: 16 (2d10 + 5) Necrotic damage, and the target has the Poisoned condition until the start of the vampire’s next turn.
Command Undead (Recharge 5–6). The vampire targets one undead within 60 feet. If it is not already under the command of Virelda It must succeed on a DC 18 Wisdom saving throw or be charmed for 1 minute. CR 3 or lower undead or undead that Virelda created automatically fail.
Sanguine Drain. Constitution Saving Throw: DC 18, one creature the vampire can see within 30 feet that isn’t a Construct or an Undead. Failure: 14 (4d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the damage taken, and the vampire regains Hit Points equal to that amount.
Command Thrall (recharge 5-6). Virelda speaks a single resonant word of domination that vibrates through the puppet’s nerves.
Prerequisite: Virelda must have line of sight to a creature currently being puppeted by the Crawling Claw of Nocturne.
Prerequisite: The Crawling Claw must be in play, if the Crawling Claw is destroyed Virelda loses access to Command Thrall.
Choose one creature puppeted by the Crawling Claw within 60 feet. That creature immediately uses its reaction (or best available movement/action if no reaction remains) to perform one of the following:
-
Move up to its speed in a direction Virelda chooses (without provoking opportunity attacks).
-
Make one weapon attack against a creature of Virelda’s choice.
-
Cast a cantrip it knows at a target Virelda chooses (if the thrall is a spellcaster).
-
Drop held items or pick up a visible object.
-
Grapple a target within reach.
- Take no action but obey a stated command on their next turn.
If Virelda is below 50% HP: Command Thrall recharges on a 3–6 instead of 4–6.
The thrall does not get a saving throw — the Claw overrides its nervous system completely during this command.
If the thrall is a PC:
They are still aware of their actions happening but cannot control their body. Their vision dims around the edges as if seen through a tunnel of violet light.
Legendary Action Uses: 2 (3 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 18). The vampire can’t take this action again until the start of its next turn.
Umbral Strike: The vampire moves up to half its Speed, and it makes one Necrotic Lash or Sickening Ray attack.
Dark Whispers: Cast Chill Touch or Message.
Haunting Glare: One creature within 30 ft. must succeed on a DC 13 Wisdom save or be frightened until end of its next turn.
Blood Echo (Costs 2): Reuse any 1st-level spell she cast this turn without expending a slot.
Summon the Withered Dolls (Costs 2 Actions): Virelda whispers a forgotten rhyme, and from the shadows or crumpled cloaks of the fallen, small, faceless dolls stitch themselves together with thread made of shadow and sorrow. Effect: Virelda summons 1d4 + 2 Withered Dolls in unoccupied spaces within 30 feet of her. They immediately act after her initiative and follow her mental commands.
Veil of Echoes (Costs 2 Actions): Virelda summons two illusory duplicates of herself within 10 feet. These duplicates appear identical and mimic her movements eerily.
Swap Step (Bonus Action): On her turn, Virelda may swap places with one of the duplicates. This teleportation does not provoke opportunity attacks.
Echoed Presence: While duplicates are active, her voice issues from all three forms simultaneously, creating a haunting, disorienting effect. She may cast any spell from her own location or from the position of a duplicate (range measured from that location).
Phantom Defenses: Each duplicate shares Virelda’s AC and saving throws. A duplicate is destroyed if it takes any damage.
Shatter the Illusion: A creature that successfully damages a duplicate knows which is the real Virelda until the start of her next turn.
Only two duplicates may exist at a time. They vanish if Virelda is incapacitated or dismisses them as a bonus action.
Lair and Lair Actions
Vampire Lairs
Vampires create sanctuaries apart from the living, whether hidden in cosmopolitan cities or sequestered in ruins where they dwelled in life.
The region containing a vampire’s lair is warped by its presence, creating the following effects:
Children of the Night. The vampire exerts influence over the animals in its domain. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that rest.
Mists. The area within 1 mile of the lair is Lightly Obscured by a persistent, creeping fog. The vampire and any creatures of its choice are unaffected by the fog.
If the vampire dies or moves its lair elsewhere, these effects end immediately.
Virelda Nocturne’s Domain
While within her lair, Virelda can invoke regional magical phenomena once per round at initiative count 20 (losing initiative ties).
- The Walls Watch (Psychic Disruption)
Effect: Eyes appear in the stonework, tapestries, and furniture.
Mechanic: All creatures must succeed on a DC 13 Wisdom saving throw or have disadvantage on attack rolls against Virelda until the start of their next turn. On a success, they are immune for 24 hours.
"You are seen. You are judged." - Necrotic Bloom (Twisted Nature)
Effect: The floor erupts with black blossoms of undeath.
Mechanic: A 20-foot-radius area Virelda can see becomes difficult terrain. Undead creatures in that area regain 10 HP immediately and gain advantage on their next attack. Living creatures take 5 necrotic damage when starting their turn in the area.
"Death blooms in my garden." - Puppet of Bone (Corpse Reanimation)
Effect: One corpse or skeleton in the lair rises as a Zombie or Skeleton under Virelda's control.
Mechanic: This creature acts immediately after her in the initiative order. If no corpse is available, bone fragments form a temporary undead with 10 HP and one claw attack (1d6+2 slashing).
"Dance, my darling." - Blood Mirror (Reflection of Power)
Effect: A mirror or reflective surface in the room becomes enchanted.
Mechanic: The first spell cast by a creature (other than Virelda) on their turn is reflected, targeting the caster instead. The creature must succeed on a DC 15 Charisma save or the spell hits them (if it can). The mirror then shatters, dealing 1d8 psychic damage to all within 10 feet.
"How fragile you look, now that you see yourself." - Flicker Between Worlds (Dimensional Dread)
Effect: Reality warps briefly. Shadows grow hands.
Mechanic: Each creature of Virelda's choice within 60 ft. must succeed on a DC 15 Constitution save or become incorporeal until the start of their next turn. While incorporeal, they can't interact with the environment or allies, can't attack, and take double damage from necrotic spells.
"You don’t belong here. Not yet."







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