Medium Undead (Vampire), Lawful Evil
AC 20    Initiative +18 (28)
HP 250 (25d10 + 100)
Speed 50 ft., Climb 50 ft., Fly 50 ft.
Mod Save
STR 20 +5 +12
DEX 18 +4 +11
CON 18 +4 +11
Mod Save
INT 20 +5 +5
WIS 16 +3 +10
CHA 24 +7 +14
Skills Arcana +12, History +19, Perception +17, Stealth +11
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Cold, Necrotic; Charmed, Exhaustion
Gear Sanguine blade. Daylight ring.
Senses Blindsight 120 ft., Darkvision 120 ft.; Passive Perception 20
Languages Common, Dwarvish, Elvish, Primordial
CR 22 (XP 41,000, or 50,000 in lair; PB +7)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If Corvus fails a saving throw, he can choose to succeed instead.

Shadow Escape. If Corvus drops to 0 Hit Points outside his resting place, he teleports into his resting place unless he is in running water or sunlight. If he can’t teleport, he remains in stasis until he can teleport, or until 24 hours have passed after which he teleports anyway. Once inside his resting place, he has the Paralyzed condition for 1 hour, after which he regains 1 Hit Point.

Spider Climb. Corvus can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Vampire Weakness. Corvus has these weaknesses:

Forbiddance. Corvus can’t enter a residence without an invitation from an occupant.
Running Water. Corvus takes 15 Acid damage if he ends his turn in running water.
Stake to the Heart. If a weapon that deals Piercing damage is driven into Corvus' heart while he has the Incapacitated condition in his resting place, he has the Paralyzed condition until the weapon is removed.
Sunlight. Corvus takes 15 Radiant damage if he starts his turn in sunlight. While in sunlight, he has Disadvantage on attack rolls and ability checks.

Daylight ring. While wearing this ring, a vampire can ignore the negative effects of sunlight.

Original Blood. Corvus is the very first vampire, he can only be destroyed by piercing his heart with a stake that is either blessed by a deity that is against undead or by a cleric following such a deity casting a Hallow on it.

Actions

Multiattack. Corvus makes three attacks, using Sanguine blade, Grave Strike or Sickening Ray in any combination.

Sanguine blade. Melee Attack Roll: +12, reach 5 ft. Hit: 9 (1d8 + 5) Piercing damage. The target’s Hit Point maximum decreases by an amount equal to the damage taken, and Corvus regains Hit Points equal to that amount. The reduction lasts until the target finishes a long rest.

Grave Strike. Melee Attack Roll: +12, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage plus 13 (3d8) Necrotic damage.

Sickening Ray. Ranged Attack Roll: +14, range 120 ft. Hit: 16 (2d10 + 7) Necrotic damage, and the target has the Poisoned condition until the start of the vampire’s next turn.

Hunger of Hadar (Recharge 5–6). Corvus casts Hunger of Hadar (level 5 version), requiring no spell components and using Charisma as the spellcasting ability (spell save DC 22).

Charm. Corvus targets one humanoid he can see within 30 feet. If the target can see Corvus, the target must succeed on a DC 22 Wisdom saving throw against this magic or be charmed by Corvus. The charmed target regards Corvus as a trusted friend to be heeded and protected. Although the target isn’t under Corvus' control, it takes Corvus' requests or actions in the most favourable way it can, and it is a willing target for Corvus' Sanguine drain attack.

Each time Corvus or Corvus' allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Corvus is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Bonus Actions

Sanguine Drain. Constitution Saving Throw: DC 22, one creature Corvus 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 Corvus 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 reduced to 0 Hit Points by this damage and then buried, rises the following sunset as a Vampire Spawn under the Corvus' control.

Shadow walk. While Corvus is in Dim Light or Darkness, he can teleport up to 120 feet to an unoccupied space he can see that is also in Dim Light or Darkness.

Legendary Actions

Legendary Action Uses: 4 (5 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. Corvus casts Command, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 22). Corvus can’t take this action again until the start of his next turn.

Umbral Strike. Corvus moves up to half his Speed, and makes one Sanguine blade, Grave Strike or Sickening Ray attack.

Unnatural speed. Corvus can move up to his speed without triggering opportunity attacks.

While in his lair, Corvus has the following extra options (Corvus has advantage on attacks against any creature covered in blood. The blood can be removed by spending an action to remove it.):

Bloodpool. Corvus creates a 20 ft. radius area on the the ground, any creature moving in the area must make a DC 22 Dexterity saving throw or fall prone and be covered in blood. When Corvus makes a new bloodpool while one exists, the previous bloodpool moves over the floor to the new position.

Bloodsphere. Corvus conjures a bloodsphere, if it isn't destroyed at initiative 0, any creature of Corvus' choice within 20 ft. of it must make a dexterity saving throw or be covered in blood. It can be destroyed dealing 40 damage to it (radiant damage is doubled to it), or pouring holy water on it.

Lair and Lair Actions

Vampire Lairs

Corvus can create a sanctuary 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 Corvus and his 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. Corvus and any creatures of his choice are unaffected by the fog.

If Corvus dies or moves his lair elsewhere, these effects end immediately.

Previous Versions

Name Date Modified Views Adds Version Actions
3/22/2026 9:29:50 PM
2
1
1
Coming Soon
3/25/2026 4:47:21 PM
5
1
1.1
Coming Soon

Monster Tags: undead

Habitat: UnderdarkUrban

Treasure:  Arcana

Deadyoullbe

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