Medium Swarm of Medium or Small undead, Lawful Evil
AC 17 Natural Armor    Initiative +2 (12)
HP 105 (14d8 + 42)
Speed
Mod Save
STR 18 +4 +11
DEX 14 +2 +7
CON 16 +3 +9
Mod Save
INT 14 +2 +7
WIS 12 +1 +5
CHA 18 +4 +11
Skills Deception +7, Insight +4, Perception +4, Stealth +5
Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Magical Attacks
Immunities Poisoned
Senses Darkvision 120 ft; Passive Perception 14
Languages Abyssal, Common
CR 8 (XP 3,900; PB +3)
Traits
  • Immortal Resurrection. If the Vampire Lord is destroyed by a supernatural effect or holy power, it magically rises again at the start of its next turn.

  • Rebirth. It reappears in the space where it died with half of its maximum hit points.

  • Physical Weakness. This trait does not function if the Vampire Lord was destroyed by a mundane melee or ranged weapon attack.

  • Resource Erosion. Once per turn, when the Vampire Lord deals damage to a creature with a melee attack, it can force the target to make a DC 15 Charisma saving throw.

  • Void Extraction. On a failure, the Vampire Lord names a type of resource (such as a maneuver, a limited class feature, or an internal energy reserve).

  • Loss. The target must immediately expend one use of that resource, which is lost to the void.

  • Pack Tactics. The Vampire Lord has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

 

  • Multiattack. The Vampire Lord makes two attacks: one with its Vampiric Claw and one with its Drain Soul.

  • Vampiric Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage.

  • Drain Soul. Melee Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (3d6 + 4) necrotic damage.

  • Siphon. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the Vampire Lord regains hit points equal to that amount.

  • Command the Pack. The Vampire Lord targets one allied undead creature it can see within 30 feet. That ally can immediately use its reaction to make one melee attack.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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.

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.

skylargeske13

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