Praetor of the Oligarchy (5e Creature)
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Praetor of the Oligarchy[edit]
Medium undead, lawful evil Armor Class 22 (+3 plate, ring of protection)
Saving Throws Dex +10, Wis +11, Cha +10 Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat, a Medium bat-humanoid hybrid 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. While in hybrid form, the vampire gains 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. 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: Spellcasting. The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The vampire has the following wizard spells prepared: Cantrips (at will): mage hand, prestidigitation, ray of frost ACTIONSMultiattack. The vampire makes three attacks, only one of which can be a bite attack. Greatsword of Life Stealing. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) slashing damage. When the vampire attacks a creature with this magic weapon and rolls a 20 on the attack roll, that target takes an extra 10 (3d6) necrotic damage, provided that the target isn't a construct or an undead. The vampire gains temporary hit points equal to the extra damage dealt. Claw (Vampire or Hybrid Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 20). Bite (Bat, Hybrid or Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 10 (1d10 + 5) 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 17 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. Children of the Night (4/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves 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 ACTIONSThe 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. |
Praetors of the oligarchy are truly powerful vampires even among vampire kind. These are the ancient clan leaders and heroes of the vampire oligarchy, some have been known to slay great monsters in battle or imprison the dreaded antediluvian demiurges in their prisons of stone. These vampires are the exemplary questing knights and warlords of their kind, said to be of remarkably low generation and only a few generations removed from their fallen angel sires. |
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