Medium Undead (Vampire), Chaotic Evil
Armor Class 25 Leather Armour
Hit Points 280 (14d20)
Speed
STR
28 (+9)
DEX
28 (+9)
CON
28 (+9)
INT
16 (+3)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws DEX +15, CON +15
Damage Vulnerabilities Fire, Radiant
Damage Resistances Cold
Damage Immunities Necrotic, Poison
Senses Passive Perception 20
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Infectious Bite: The horde can cause a bitten enemy to become a lesser fledgling vampire.

Immortal Healing: This creature gains 2d12 health back if it successfully bites someone (True Sanguine Embrace).

Actions

Honed Claws: does 3d8 slashing damage to a single enemy.

True Sanguine Embrace: Target must make a DC 18 CON saving throw or become a fledgling vampire. Can be cured by 20 points of Lay on Hands.

Bonus Actions

Mist Form: Once every 3 rounds, this creature can take on a mist form to gain immunity to all physical damage types as well as force damage for 1 round.

Reactions

Instant Dodge: if this creature is in Mist Form when hit with a spell or ability that requires a DEX saving throw, it automatically passes the saving throw and only takes half damage.

Legendary Actions

 

Blood Spear: Summon a spear of blood that does 3d8 piercing damage to a single target.

Sanguine Geyser: Target must make a DC 18 DEX saving throw or take 2d12 damage and become stunned for 1 round.

Bloody Kinesis: Can target 1 stunned enemy to deal 3d10 damage and heal for half the damage dealt.

Mythic Actions

Sanguine Eruption: Targets an area 30ft in radius, all targets in the area must make a DC 18 DEX saving throw or take 4d12 damage and become stunned for 2 round.

Blood Master: Once per combat, this ability targets all stunned creatures dealing 3d12 damage and healing for half the damage done to each target.

Sanguine Blast: Target an area in line of sight and create a ball of blood that explodes in a 20ft radius. Targets within the effect must make a DC 20 DEX saving throw or take 8d6 Force Damage.

Description

It's a Vampire Lord. Nuff Said.

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.

NonBinaarian

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