Medium Undead (Elf, Shapechanger), Lawful Evil
Armor Class 15 Natural Armor
Hit Points 255 (30d8 + 120)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws DEX +9, WIS +9, CHA +9
Skills Perception +9, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120 feet, Passive Perception 19
Languages Common, Elvish
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat 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.

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 (3/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.

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 20 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 until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Grim Harvest. Milovan reaps life energy from creatures it kill with spells. Once per turn when Milovan kills one or more creatures with a spell of 1st level or higher, he regains hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. He doesn't gain this benefit for killing constructs or undead.

Undead Thralls. Animate dead targets one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

  • The creature's hp max is increased by an amount equal to Milovan's level (15)
  • The creature adds Milovan's proficiency bonus to its weapon damage rolls (5)

Inured to Undeath. Milovan's hit point maximum cannot be reduced.

Command Undead. As an action, choose a creature within 60 feet. That creature must make a Charisma saving throw (DC 18), and if it succeeds this feature cannot be used on it again. If the creature fails then it obeys  until the feature is used again. If the undead target has an intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Arcane Recovery. Recover a number of spell slots equal to half the wizard's level rounded up (8) on a short rest. None of the spell slots can be 6th level or higher.

Spellcasting. The vampire is a 15th-level necromantic spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +9 to hit with spell attacks). The vampire has the following wizard spells prepared:

Cantrips (at will): chill touchtoll the deadmessagemage hand, friends

1st level (4 slots): disguise selfexpeditious retreatsleep

2nd level (3 slots): alter selfflock of familiarsmisty step

3rd level (3 slots): animate dead, counterspellhypnotic pattern

4th level (3 slots): blightdimension door, greater invisibility

5th level (2 slots): seemingsteel wind strike

6th level (1 slot): eyebiteottos irresistible dance

7th level (1 slot): finger of deathprismatic spray

8th level (1 slot): dominate monsterpower word stun

Actions

Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.

 Dagger of Venom. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 5) piercing damage. (1/1 poisons (dawn recharge): within 1 minute if creature is hit make a DC15 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute.) 

Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 14 - athletics).

Bite. (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrainedHit: 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 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 and then buried in the ground rises the following night as a vampire spawn 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 18 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 24 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 (1/Day). The vampire magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Legendary Actions

The vampire 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. 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.

Description

Milovan is a powerful though recent vampire. Formerly an elf, how Milovan was turned is still a mystery as he leads an aristocratic and secretive lifestyle. Nevertheless, he prowls the night life of whatever town or city he finds himself in. As a member of the nobility, he will abuse his power wherever possible. While the general populace might not know Milovan is a vampire, they do become aware of their seemingly constant misfortune over time.

Spellbook:

1st Level: catapult, cause fear, detect magic (R), disguise self, expeditious retreat, fog cloud, ray of sickness, shield, sleep

2nd Level: alter self, blindness/deafness, blur, crown of madness, flock of familiars, knock, misty step, ray of enfeeblement, shadow blade

3rd Level: animate dead, bestow curse, counterspell, dispel magic, enemies abound, fast friends, hypnotic pattern, thunder step

4th Level: blight, charm monster, dimension door, fabricate, greater invisibility, phantasmal killer, storm sphere

5th Level: cloudkill, danse macabre, dominate person, geas, seeming, steel wind strike

6th Level: eyebite, otto's irresistible dance, scatter

7th Level: finger of death, prismatic spray

8th Level: dominate monster, power word stun

Lair and Lair Actions

A Vampire’s Lair

A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.

Regional Effects

The region surrounding a vampire’s lair is warped by the creature’s unnatural presence, creating any of the following effects:

  • There’s a noticeable increase in the populations of bats, rats, and wolves in the region.
  • Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
  • Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
  • A creeping fog clings to the ground within 500 feet of the vampire’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.

If the vampire is destroyed, these effects end after 2d6 days.

Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.

Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.

Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.

Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a vampire’s hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master’s control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.

Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn’t receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.

Undead Nature. Neither a vampire nor a vampire spawn requires air.

Previous Versions

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Monster Tags: NPC

Habitat: Urban

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