| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +14 |
| DEX | 16 | +3 | +10 |
| CON | 18 | +4 | +12 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +8 |
| WIS | 14 | +2 | +8 |
| CHA | 20 | +5 | +14 |
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Seductive Absorption. Once per turn, when Vampire Vamp or another "Vampire" ally is summoned to the field, she can target one creature she can see within 30 feet that has a higher Strength score than her own. The target must succeed on a DC 17 Charisma saving throw or be magically "equipped" to her as a spectral thrall.
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Power Siphon. While she has a thrall equipped, Vampire Vamp gains a bonus to her attack and damage rolls equal to the thrall's Strength modifier. Only one creature can be equipped this way at a time.
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Eternal Return. If Vampire Vamp is destroyed while she has a creature equipped via her Seductive Absorption, she does not die. Instead, the equipped creature is consumed (destroyed), and Vampire Vamp immediately returns to life in the same space with half her maximum hit points.
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Multiattack. Vampire Vamp makes two attacks: one with her Vampiric Touch and one with her Shadow Lash.
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Vampiric Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) necrotic damage. Vampire Vamp regains hit points equal to the damage dealt.
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Shadow Lash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
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Charm. Vampire Vamp targets one humanoid she can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be Charmed. The Charmed target regards her as a trusted leader to be heeded and protected.
Enter the description for how legendary actions work for your monster here.
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Description
Vampire Vamp is a master of balanced combat, possessing both high offensive pressure and significant durability. She should never be fought alone; she relies on her pack of Shadow Vampires or the Vampire Lord to provide the distractions necessary for her to land her Seductive Absorption.
By "equipping" the party's strongest fighter or paladin, she not only weakens the heroes but gains an extra life that makes her nearly impossible to put down permanently without first freeing her captives.
Lair and Lair Actions
Gemini said
Here is the Vampire Kingdom lair action to enhance the synergy of your nocturnal pack.
Lair Action: The Crimson Exchange
On initiative count 20 (losing initiative ties), Vampire Vamp can trigger the following effect within her domain:
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Thrall Transfer. Vampire Vamp selects one creature currently "equipped" to her or an allied Vampire. She can move that spectral thrall to any other allied Vampire within 60 feet.
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Shared Vitality. The Vampire receiving the thrall immediately gains the benefits of the Power Siphon trait.
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Defensive Shift. If the Vampire currently holding the thrall is targeted by an attack, they can use their reaction to transfer the thrall to another ally before the hit lands, potentially granting that ally an Eternal Return.
Tactics for the Head Vampire
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Protect the Queen. Vampire Vamp should use the Vampire Lord as a frontline sponge. When she is threatened, she can use the lair action to pass her "extra life" (the equipped thrall) to a Shadow Vampire or the Lord, forcing the players to hunt down multiple targets just to stop her from resurrecting.
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Draining the Party. While the Peten the Dark Clowns and Ryu-Kishin Clowns distract the party with movement and positioning, Vampire Vamp can safely pick off the strongest hero to fuel her 2000 ATK power.
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