Medium Undead, Lawful Evil
Armor Class 18 , Plate
Hit Points 200 (17d8 + 124)
Speed 30 ft., Fly 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Arcana +15, Perception +12, Stealth +14
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 22
Languages All Spoken or telepathic, if spookiness requires it.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. If the Vampire isn’t in running water or sunlight, they can use their action to polymorph into  a Medium cloud of mist, or back into their true form.

While in mist form, the Vampire can’t take any actions, speak, or manipulate objects. They are 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 he can’t pass through water. They have advantage on Strength, Dexterity, and Constitution saving throws, and are immune to all nonmagical damage, except the damage they take from sunlight.

Legendary Resistance (3/Day). If they fail a saving throw, they can choose to succeed instead.

Misty Escape. When the Vampire drops to 0 hit points outside their coffin, they transform into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious. This occurs even in sunlight or running water. They do not regenerate, cannot be destroyed, and can take no action except to move towards their coffin. At their coffin, they revert to their vampire form, begin to regenerate, and are paralyzed until an hour passes. Unlike a normal vampire, the Vampire Lord regenerates even while paralyzed.

Regeneration. They regain 20 hit points at the start of their turn if they have at least 1 hit point and aren't in running water or sunlight. If they take radiant damage, this trait doesn’t function at the start of his next turn.

Spellcasting. The Vampire Lord  is a 9th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 17, +10 to hit with spell attacks). The Vampire Lord has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost

1st level (4 slots):Zephyr Strike, shield, sleep

2nd level (3 slots): detect thoughts, gust of wind, mirror image

3rd level (3 slots): animate dead, fireball, nondetection

4th level (3 slots): Summon Greater Demon, greater invisibility, polymorph

5th level (1 slot): animate objects, scrying, infernal calling

Vampire Weaknesses. The Vampire Lord has the following flaws:

Ancient: The Vampire Lord is old beyond reckoning. Long rests mean something different to this creature, and it cannot regain spell slots during this adventure.

Stake to the Heart. If a piercing weapon made of wood is driven into their heart while they are incapacitated in his coffin, they are paralyzed until the stake is removed even if regeneration is completed.

Sunlight Hypersensitivity. While in sunlight, The Vampire Lord takes 20 radiant damage at the start of their turn, and has disadvantage on attack rolls and ability checks.

Running Water. While immersed in running water, The Vampire Lord takes 20 radiant damage at the start of their turn, and has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The Vampire Lord makes two attacks, only one of which can be a bite attack.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, they can grapple it (escape DC 18) instead of dealing the bludgeoning damage.

Greatsword, Strahd Only. Strahd may conjure his cursed sword as a free action:
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) magical slashing damage plus 14 (4d6) necrotic damage. This trades grappling for direct damage.

Cestus, Irena Only. Irena may replace any unarmed attack with the following longer-ranged attack:
Little Mothers. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) magical piercing damage plus 14 (4d6) necrotic damage. If the target is a creature, the Vampire Lord can grapple it (escape DC 18) instead of dealing the piercing damage. The Vampire Lord may immediately move up to half their speed towards the victim.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the Vampire Lord, incapacitated, or restrained. Hit: 7 (1d6 + 4) 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 Lord regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under The Vampire Lord's control.

Charm. The Vampire Lord may expend a spell slot to make a psychic assault on any creature. This attack deals 2d6+4 psychic damage, +1d6 additional damage for each spell level above first. That creature must make a DC 16 Intelligence or Charisma saving throw, their choice. This counts as a saving throw against a spell.

  • On a successful save, the target takes half damage and this effect cannot reduce them below 1 HP.
  • On a failed save, the target's speed drops to 0 and they are unable to speak, until the end of their next turn This includes verbal components for spells.
  • If this ability reduces a target to zero, instead of dying, they immediately become a vampire spawn under the Vampire Lord's control. This change is not obvious.
Reactions

The Vampire Lord uses Shield aggressively once the Heart of Sorrow is disabled or destroyed, and does not seek to conserve spell slots.

Legendary Actions

The Vampire Lord can take 3 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. They regains spent legendary actions at the start of his turn.

Move. Vampire Lord moves up to their speed without provoking opportunity attacks.

Unarmed Strike. Vampire Lord makes one unarmed strike. In the case of Irena, she may replace this with a Cestus strike.

Bite (Costs 2 Actions). Vampire Lord makes one bite attack.

Charm (Costs 3 Actions). Vampire Lord makes one charm attack.

Description

Because 1NS uses two different vampire lords, we have modified and consolidated the statblock used for Strahd in Curse of Strahd. Key changes are that charm has been wholly revamped, their HP has been raised to allow a simpler encounter construction, and we have consolidated various weapons, options, and spells into this statblock for ease of reference. This should not be used to replace Strahd in the original campaign unless you have fully reviewed the differences and are comfortable with a much more lethal rendition of the character with fewer "plot" options. Notably, this statblock intentionally omits Scrying.

Vampire Lord Tactics

Strahd and Irena have deeply different styles. Strahd is coolly tactical and makes heavy use of his allies. Irena is a berserk force of nature, who will happily retreat to her coffin if she can do enough damage first. Both are extremely intelligent, and the differences between them are drawn out in their respective modification blocks. These differences are ultimately small, centering on weapons and spells.

The Vampire’s Minions

Whenever they appear in a combat, the combat write-up will specify minions. In the circumstance where Irena is tailing the party or manipulating them from within, instead she will rely on precast buff spells and liberal use of charm. 

Heart of Sorrow

The vampire lord can afford to be bold in their tactics, for they have additional protection in the form of their rival entombed in the Tower as the new Heart of Sorrow. Unless players have successfully completed the Tower encounter, they benefit from the following:

Any damage taken by the vampire lord can be redirected to the Heart of Sorrow. The heart of sorrow can absorb 20 damage per player, or 100 with the standard group size of 5. It regenerates 20 HP per turn. If the heart is reduced to 0 HP, it does not regenerate for one hour.

The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to the Vampire Lord is quickly undone. For example, a critical hit might dislocate A jaw, but only for a moment; then the vampire’s jaw quickly resets itself.

Lair and Lair Actions

Lair Actions


While The Vampire Lord is in Castle Ravenloft, they can take lair actions even if  incapacitated.

On initiative count 20 (losing initiative ties), The Vampire Lord can take one of the following lair action options, or forgo using any of them in that round:

  • Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
  • The Vampire Lord targets any number of doors, drawbridges, and windows that they can see, causing each one to either open or close as they wish. The Vampire Lord can pass through affected doors as though they did not exist. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until The Vampire Lord uses this lair action again. Once forced, a door remains open for 10 minutes and cannot be affected by this ability during that time.

Previous Versions

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Monster Tags: NPCShapechanger

Doc_Roc

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