Huge Undead, Lawful Evil
Armor Class 24 (natural armor)
Hit Points 356 (26d8 + 205)
Speed 60 ft., Fly 60 ft.
STR
24 (+7)
DEX
26 (+8)
CON
23 (+6)
INT
18 (+4)
WIS
15 (+2)
CHA
23 (+6)
Saving Throws DEX +16, CON +14, WIS +10
Skills Intimidation +7, Perception +4, Stealth +7
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 23
Languages the languages it knew in life
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Actions

Multiattack. The vampire makes four melee attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 11 (2d6 + 4) piercing damage plus 14 (4d6) necrotic damage. If the target is humanoid, it must succeed on a DC 20 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire.

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 its hit point maximum is reduced to 0.

Rapier. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 4) piercing damage.

Unarmed Strike. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 10 (2d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 19) if it is a creature and the vampire has a hand free.

Reactions

Parry. The vampire adds 5 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.

Rapier. You make a melee attack with your rapier and if it hits, the targets speed is reduced to 0.

Legendary Actions

4 Legendary Actions

Rapier (1 point). Make one melee attack against a creature.

Vampiric Drain (1 point). Make a melee attack and if it hits, the target loses 4d8 hit points while you gain those exact hit points.

Necrotic Wave (2 points, regen on a 5-6). You expel a wave of necrotic energy in a 60 ft radius. Every creature, regardless of resistances and immunities, will take 12d10 necrotic damage.

Description

Plenty of blood drinkers haunt Ravnica’s alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.

Orzhov Vampires. Vampires thrive in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.

Blood Bond. Consuming a creature’s blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim.

Lair and Lair Actions

Lair acts on 20 initiative.

Every non-undead creature takes 1d12 necrotic damage regardless of resistances and immunities.

All undead creatures that attack with necrotic damage will go through resistances.

Monster Tags: Orzhov

LinkDoctor84

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