Vampire Lord (5e Creature)

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Vampire Lord[edit]

Large undead (shapechanger), lawful evil


Armor Class 20 (natural armor)
Hit Points 345 (30d10 + 180)
Speed 50 ft., fly 90 ft.


STR DEX CON INT WIS CHA
22 (+6) 22 (+6) 22 (+6) 20 (+5) 18 (+4) 25 (+7)

Saving Throws Dex +14, Wis +12, Cha +15
Skills Deception +15, Intimidation +15, Perception +12, Persuasion +15, Stealth +14
Proficiency Bonus +8
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks that are silvered
Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 22
Languages the languages it knew in life, telepathy 120 ft.
Challenge 26 (90,000 XP)


Shapechanger. The vampire can use an action to polymorph into a nightwing bat, a Large cloud of mist, its humanoid form before becoming a vampire, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 10 feet, and it has a flying speed of 90 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 45 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.
While in its humanoid form, the vampire cannot use its Vampiric Touch, Bite, Soul Drain, Children of the Night actions or any of its legendary actions except Move and Unarmed Strike. In addition, it cannot fly. While in humanoid form, the vampire typically moves slower and refrains from using its innate spellcasting as to not attract attention to itself.

Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape. When the vampire drops to 0 hit points outside of its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that is isn't in sunlight or running water. If it can't transform, it is destroyed. Once in its resting place, it reverts to its vampire form. It is then forced to remain in its resting place until it regains at least 1 hit point. After spending 1 minute in its resting place with 0 hit points, it regains 1 hit point.

Regeneration. The vampire regains 30 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. 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.

Death Warden. When casting the animate dead or create undead spell, there is no limit to how many creatures the vampire can have under its control. In addition, after casting animate dead or create undead once on creatures, it no longer needs to be cast on those creatures to retain its control over them.

Turn Immunity. The vampire is immune to effects that turn undead.

Marshal Undead. Undead creatures within 60 feet of the vampire have advantage on saving throws against effects that turn undead.

Magic Resistance. The vampire has advantage on saving throws against spells and other magical effects.

Magic Weapons. The vampire's weapon attacks are magical.

Innate Spellcasting. The vampire's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The vampire can innately cast the following spells requiring no material components:

At will: animate dead, blight, chill touch, darkness, disguise self, greater invisibility, levitate, telekinesis
5/day each: create undead, dominate person, eyebite, fear
3/day each: circle of death (cast using a 7th level spell slot), finger of death, waves of exhaustion
1/day each: dominate monster (cast using a 9th level spell slot), power word kill

ACTIONS

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

Unarmed Strike (Humanoid or Vampire Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft. (10 ft. in vampire form), one creature. Hit: 11 (1d10 + 6) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 22).

Vampiric Touch (Vampire Form Only). Melee Spell Attack: +15 to hit, reach 10 ft., one creature. Hit: 28 (6d6 + 7) necrotic damage. The vampire regains hit points equal to half the necrotic damage dealt. In addition, if the target is a creature that is Medium or smaller, the target is grappled (escape DC 22). The vampire can continue to use the Vampiric Touch action on a grappled creature once a turn. A humanoid slain by this attack rises as a zombie after 1 hour under the vampire's control. The vampire cannot use this action when it is in direct sunlight.

Bite (Bat or Vampire Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 16 (3d6 + 6) piercing damage plus 21 (6d6) 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.

Soul Drain (Vampire Form Only; Recharge 5-6). Ranged Spell Attack: +15 to hit, range 60 ft., one creature. Hit: 42 (10d6 + 7) necrotic damage. The target makes a DC 23 Constitution saving throw or the vampire regains hit points equal to the necrotic damage dealt. In addition, if the target fails the Constitution saving throw, the target's hit point maximum is reduced by the amount of damage dealt. If the hit points gained restores the vampire to its hit point maximum, it gains the excess as temporary hit points. 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. The vampire cannot use this action when it is in direct sunlight.

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 23 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 its 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 (3/Day). The vampire magically calls 4d6 giant bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 dire 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.

REACTIONS

Poise. If the vampire would be hit by a weapon attack, it takes half as much damage.

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.
Vampiric Touch or Unarmed Strike. The vampire makes one Vampiric Touch attack or one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Cast a Spell (Costs 2 Actions). The vampire casts a spell from its Innate Spellcasting feature, expending a use of that spell as normal.
Absorb Life (Costs 3 Actions). Every non-undead creature within a 30-foot radius of the vampire must make a DC 23 Constitution saving throw. On a failed save, a creature takes 35 (10d6) necrotic damage and has its hit point maximum reduced by that amount until the greater restoration spell or similar magic is cast on them. On success, a creature takes half as much damage and does not have its hit point maximum reduced. The vampire regains the amount of necrotic damage dealt as hit points. If the amount of hit points the vampire gains restores the vampire to its hit point maximum, the vampire gains the excess as temporary hit points. A humanoid slain in this way becomes a wraith under the vampire's control. The vampire cannot use this action when it is in direct sunlight.

Vampire lords often have numerous undead beside it, usually freshly killed and animated and bent to its will. Vampire lords usually fly above the battlefield using their impressive wingspan to soar above the battlefield unleashing spells of death upon their foes often unbeknownst to those below with their innate ability to become invisible.

When that fails, the vampire lord is no slouch when it comes to hand to hand combat as their very touch can kill a creature where it stands only to have it serve its new master when it falls. With its dealings with necromancy and its natural undeath, it uses these innate necromantic abilities to further its vitality and siphon the very life energy of those around them making if difficult for any to even get close to it.

Very few vampires live the millennia it takes to become a vampire lord and even fewer master their new found abilities. Though rumors say that the process to become a vampire lord is within the pages of the Book of Vile Darkness. Even so, one must be a vampire to do anything with the ritual, all others will only become lifeless shells of their former selves. Be wary when facing this master of death as it may be the last time you are truly alive of your own free will.

In the machinations of vampires, the undead creatures vie against the living and against each other. Power is all, and the accumulation of power is the goal of these foul beings. Sometimes they rise up against their creators; on rare occasions they succeed in breaking the iron control of their "master" and slay it. These creatures can go beyond the normal vampire, and become an even more vile and horrible undead: a vampire lord. Few are ever seen, or recognized if seen. Possessing few of the weaknesses of their lesser kindred, they walk among mortals with little fear of discovery. They are the rulers of vampire communities. In a world where vampire conclaves battle against each other, the vampire lords play chess with their lesser kindred.

Vampire lords are few and far between, and each is fiercely territorial. They know that run-of-the-mill vampires cannot match their power, but another vampire lord is a definite threat. As they gain power, they become more arrogant towards those they believe pose no threat, and more fearful of any real threat to their continued existence. Thus, if a vampire lord arises in the territory of another, the newcomer is driven away or destroyed as quickly as possible. Vampire lords command hundreds of undead servants throughout their vast territories, and can have legions of vampire servants at their beck and call.

Unlike normal vampires, a vampire lord does not look the least bit unusual. It looks exactly like it did when alive and in the peak of health. It has lost the pale, hardened, almost feral look of the vampire. A vampire lord always surrounds itself with wealth and opulence, but it never forgets that the opulence is a by-product of power, not the primary goal.

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