Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat, Ancient Dragon turtle or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies with full hit points
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (6/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed. It is immune to all damage except radiant damage done in sunlight.
While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.
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 the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 5 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed for 2 rounds.
Sunlight Hypersensitivity. The vampire has disadvantage on attack rolls and ability checks while in direct sunlight. It has disadvantage on perception checks when in indirect sunlight.
Spellcasting. The vampire is a 25th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). The vampire has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost, acid splash, eldritch blast
1st level (10 slots): comprehend languages, fog cloud, sleep, shield, bane,
2nd level (9 slots): detect thoughts, gust of wind, mirror image
3rd level (8 slots): animate dead, bestow curse, nondetection
4th level (7 slots): blight, greater invisibility
5th level (6 slots): dominate person, Teleport, [spellBanishing Smite[/spell], [spellCircle of power[/spell], Enervation but the vampire gains hit points equal to the damage dealt
6th level (5 slots): Blade Barrier, Contingency Will cast contingency on himself, which holds Disintegrate, Flesh to Stone, word of recall
7th level (4 slots): Finger of Death, Forcecage, Prismatic Spray [/spell]Tether Essence[/spell]
8th level (3 slots): Dark Star, maddening darkness
9th level (2 slots): Blade of Disaster, Wish, Foresight Which he casts when he detects living beings. Power Word Kill
epic spells (one of each):
Equinox
Tier 3 Epic evocation
Casting Time: 1 action
Range: Self (60-foot radius)
Components: V, S, M (an emerald cut in the shape of a maple leaf)
Duration: Concentration, up to 1 minute
You generate an aura of either life-giving positive energy or deadly negative energy (determined when the spell is cast) in a 60-foot radius centered on you. Until the spell ends, the aura moves with you and is centered on you.
If you select positive energy, when you cast this spell and at the start of each of your turns over the duration, creatures of your choice within the area are bathed in healing energy. Affected creatures regain 20d10 hit points are cured of the blinded, deafened, petrified, poisoned, and stunned conditions and their exhaustion is reduced by one level.
If you select negative energy, when you cast this spell and at the start of each of your turns over the duration, creatures of your choice within the area lose 20d10 hit points, gain one level of exhaustion, and cannot be immune to the blinded, exhausted, deafened, petrified, poisoned, and stunned conditions for as long as they remain in the spell’s area.
Soul Harvest
Tier 3 Epic necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a lich’s phylactery)
Duration: Concentration, up to 1 minute
You extract the soul of a single creature within range and gain power from its essence. The creature cannot regain hit points for the duration of the spell and has Epic disadvantage on all attack rolls, saving throws, and ability checks. Additionally, the creature cannot be resistant or immune to damage while under the effects of this spell.
Finally, you gain temporary hit points equal to the target’s Constitution score multiplied by ten. If the creature is killed while under the effects of the spell, you consume its soul, learning everything the creature knew, and the creature cannot be restored to life by non- Deific means.
Multiattack. (Vampire Form Only). The vampire makes six attacks, only two of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +20 to hit, reach 5 ft., one creature. Hit: 8 (4d8 + 14) magical bludgeoning damage. While dealing damage, the vampire can grapple the target (escape DC 25).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +20 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (3d6 + 14) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way rises on the next turn as a vampire under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 25 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 72 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (8/Day). The vampire magically calls 4d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 Deathwolf instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain until the vampire dies, or until the vampire dismisses them as a bonus action.
Eclipse (3/day): Vampire Lord Brahm can snuff out all solar sources in a 1 mile radius 3 times per day for 1 hour. All spells that would grant sunlight, have an opposing force acting upon them at the end of each of Lord Brahm's turns, the caster having to make a Spell save = to (Spellcasting attack modifier) +d20 against Brahms force of will which is equal to his spell save DC: 23.
The vampire can take 5 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. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Cast spell (costs 2 actions, cannot be more than 1 action long): the vampire casts a spell it knows.
When reduced to half hit points the Vampire Lord Brahm lets out a roar which kills all creatures with 50 hit points or less, and inflicts one level of exhaustion and deals 4d6 necrotic damage to all creatures in a 300 foot radius, DC 20 constitution save to half damage. Vampire Lord Brahm regains hit points equal to the damage done to these creatures, and gains temporary hit points if healed past his hit point maximum.
Lair and Lair Actions
Lord Brahm’s Castle in 600s–700s AD Paris
Paris clings to the Seine: the Île de la Cité and the two banks, stitched together by bridges, ferries, and narrow quays. Lord Brahm’s seat dominates that geography. His “castle” is not a later medieval keep; it is a sprawling fortress-palace—part stronghold, part monastic complex, part necropolis—built from new-cut stone and stripped Roman masonry, expanded until it functions like its own walled district.
The Black Palatine of Saint-Nuit
Locals call it the Night Palace. It sprawls along the riverbank and includes a fortified river-island annex.
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Outer Curtain & Ditchworks. An earthen rampart faced in stone, reinforced with timber palisade sections and watch platforms. The ditch is fed by controlled channels.
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Twin River Gates. Two massive gatehouses, one facing upstream and one downstream. Chains can be drawn across the river to stop boats. The chains are also ritual anchors.
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The Roman Belly. Repurposed Roman foundations and service tunnels widened into crypt-roads, ossuaries, and cisterns that vent a constant cold mist which obscures natural sunlight during the day, enough to keep the vampires from taking damage from sunlight while within the mists. These can be dispelled by a strong wind.
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The Great Hall of Vows. A basilica-long audience hall with smoke-dark rafters and thick columns for feasts, treaties, and “hospitality.”
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Reliquary Cloisters. Arcaded walks, quiet courtyards, and locked doors that seal from the inside. Sacred architecture without sanctity.
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Blood Cisterns. Vast vaulted reservoirs stocked like granaries, storing “wine” and tribute rather than water.
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The Star-Tower. A squat, brutal stone tower. Its upper chamber opens to the sky through shuttered stone petals. Lord Brahm’s throne and altar stand within.
The Seine Holds No Sway
Running water does not bar Lord Brahm. He has bound the river to his dominion with chained pylons and blood-oaths hammered into the riverbed. The Seine is part of his lair’s footprint.
Rule: Sovereign of the Current. Within 6 miles of Lord Brahm’s lair, Lord Brahm ignores all vampire or undead weaknesses, restrictions, and barriers related to running water. Lord Brahm can move across the surface of running water as if it were solid ground. If Brahm dies in the Sein, he is reconstituted in the catcombs beneath his ziggurat.
Lair Actions: Lord Brahm, Highest of All Vampires
On initiative count 20 (losing initiative ties), Lord Brahm can take one lair action. Lord Brahm can’t use the same lair action two rounds in a row.
Lair Save DC: 22.
1) Eclipse of Paris
Until initiative count 20 on the next round, bright light in the lair becomes dim light, and dim light becomes darkness. While this effect lasts, enemies of Lord Brahm in the lair have disadvantage on saving throws against being charmed or frightened. Any enemy that starts its turn in darkness created by this effect must succeed on a DC 22 Wisdom saving throw or take 1d10 psychic damage and have its speed reduced to 0 until the start of its next turn, this fear has no effect on targets that have already saved.
2) The Castle Hears Your Pulse (Brahm’s Appraisal)
Lord Brahm chooses up to three creatures he can sense anywhere in the lair (no line of sight required). Each target must make a DC 22 Constitution saving throw. On a failed save, a target takes 3d10 necrotic damage, and Lord Brahm learns the target’s current hit points, creature type, and damage immunities until the end of Lord Brahm’s next turn. On a successful save, the target takes half as much damage, and Lord Brahm learns nothing.
A creature that fails this save is Blood-Marked until initiative count 20 on the next round. While Blood-Marked, Lord Brahm has advantage on attack rolls against the creature, and the creature gains no benefit from being invisible against Lord Brahm.
3) Stones Wake, Doors Hunger
Lord Brahm targets a point within the lair. Until initiative count 20 on the next round, a 40-foot-radius area centered on that point becomes hostile terrain. The area is difficult terrain for Lord Brahm’s enemies. Any enemy that moves more than 10 feet in the area on its turn must succeed on a DC 22 Dexterity saving throw or be restrained until the end of its turn by rising slabs, coffin-lids, and chains. As part of this lair action, Lord Brahm causes one door, gate, portcullis, wall-slab, or sealed archway in the lair to open or shut. If any creature approaches it that Lord Brahm does not think is an ally, they are attacked by an attack Melee Weapon Attack: +20 to hit, reach 10 ft., one creature. Hit: 30 (4d8 + 14) magical piercing damage, if the target is hit they are considered grappled (escape DC 18). The damage that this door does is transferred, half of the damage to Brahm's hit points.
4) Crimson Litany (Anti-Prayer)
Until initiative count 20 on the next round, creatures in the lair can’t regain hit points unless Lord Brahm allows it. In addition, when a creature in the lair casts a spell of 5th level or lower, Lord Brahm can force the caster to make a DC 22 spellcasting ability check. On a failed check, the spell has no effect, and the spell slot is expended.
5) Mandate of the Throne-Tomb
Lord Brahm issues a command that the lair enforces. Up to five creatures of Lord Brahm’s choice in the lair that can hear Lord Brahm (or are Blood-Marked) must each succeed on a DC 22 Charisma saving throw or suffer one effect of Lord Brahm’s choice until the end of the creature’s next turn:
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Kneel: The creature falls prone and can’t stand up.
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Offer: The creature drops one item it is holding (chosen by Lord Brahm).
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Approach: The creature uses its reaction to move up to its speed toward Lord Brahm by the safest route available.
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Silence: The creature can’t cast spells with verbal components.
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Forget: The creature can’t take reactions, and it treats all creatures and objects beyond 30 feet as heavily obscured.
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