Medium Undead, Neutral Evil
Armor Class 15 Mage Armor
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
19 (+4)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +7, INT +8, WIS +6
Skills Arcana +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 16
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Preternatural Speed. The vampire can use a bonus action to take the Dash or Disengage action.

Regeneration. The vampire regains 15 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, this trait doesn't function at the start of the vampire's next turn.

Spellcasting. The [Vampire Bloodmage] is a 11-level spellcaster. Its spellcasting ability is [intelligence] (spell save DC 16, +8 to hit with spell attacks). The Vampire Bloodmage has following wizard spells prepared:
Cantrips (at will): chill touch, light, message, mage hand, prestidigitation 
1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): detect thoughts, misty step, suggestion 

3rd level (3 slots): counterspell, hypnotic pattern, lightning bolt  

4th level (3 slots): confusion, greater invisibility, polymorph 

5th level (2 slots): telekinesis

6th level (1 slots): chain lightning 

Actions

Multiple Action. The vampire can cast a cantrip and use Life Drain.

Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 5 (1d4 + 3) [bludgeoning] damage and 14(4d6) [necrotic] damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. 

 

Reactions

Confusing Gaze. When attacked or targeted with a spell b y a creature within 30 feet of it that it can see, the vampire fixes its gaze on the attacker. If the target can see the vampire, the target must make a DC 15 Wisdom saving throw. On a failure, the target must choose a new target or lose the attack or spell. This effect doesn't protect the vampire from area effects, and a creature that can't be charmed is immune to this effect. A creature that successfully saves against the vampire's gaze is immune to it for 1 hour. 

Sladeakakevin

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