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Vampire Lord - Monsters - Homebrew - D&D Beyond

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Published by goroiamanuci, 2023-08-16 07:29:42

Vampire Lord - Monsters - Homebrew - D&D Beyond

Vampire Lord - Monsters - Homebrew - D&D Beyond

16/08/23, 13:29 Vampire Lord - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/234265-vampire-lord 1/3 Vampire Lord Medium Undead (Shapechanger), Lawful Evil Armor Class 20 (natural armor) Hit Points 345 (30d10 + 180) Speed 50 ft., fly 80 ft. STR 22 (+6) DEX 22 (+6) CON 22 (+6) INT 20 (+5) WIS 19 (+4) CHA 25 (+7) Saving Throws DEX +14, WIS +12, CHA +15 Skills Perception +7, Stealth +9 Damage Vulnerabilities Radiant Damage Resistances Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities 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 Telepathy 120ft the languages it knew in life Challenge 25 (75,000 XP) Proficiency Bonus +8 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 lord, 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. 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 days 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 minute in its resting place with 0 hit points, it regains 1 hit point. Regeneration. The vampire regains 40 (4d10+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 or damage from holy water, this trait doesn't function at the start of the vampire's next turn. If there is a form of sunlight or other bright light (Such as the Daylight spell) nearby, then this trait instead heals 20 (2d10+10) HP. 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. Enhanced Attacks. The vampire's unarmed strike and vampiric touch attacks are treated as magical for the purpose of overcoming resistance and immunity to nonmagical damage. 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, eyebite, dominate person, fear 3/day each: finger of death, circle of death (cast using a 7th level spell slot), waves of exhaustion, darkness 1/day each: dominate monster (cast using a 9th level spell slot), power word kill 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. Actions Multiattack. (Vampire Form Only). The vampire makes three attacks, only one of which can be a bite attack. Unarmed Strike (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 lord 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. This creature can make one charisma saving throw (DC 19) to instead become a vampire spawn; this option is only available if the vampire has used the bite attack once on the creature. 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. If this attack is used on a creature, and that creature fails to take a long rest within 12 Vampire Lord ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS


16/08/23, 13:29 Vampire Lord - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/234265-vampire-lord 2/3 Description Vampire lords often have numerous undead beside it, usually freshly killed and animated and bent to its will. They usually fly above the battlefield using their impressive wingspan to soar above the battlefield unleashing spells of death upon its foes often unbeknownst to those below with its 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. 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. hours, it will start to turn them into a vampire through a disease. This disease can only be cured by a 9th level healing spell or a wish. Soul Drain (Vampire Form Only; 5 per day). 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 lord 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 lord, 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 lord'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 lord dies, or until the vampire lord dismisses them as a bonus action. Blind Spot. If the vampire is near sunlight, they can use their action to create a magical darkness blotting out the sun. This only effects a 2000ft radius around the vampire, and lasts for 2 hours. This can not be used again until the next sunrise (once a day). Reactions Legendary Superiority. (1/day) If an attack or spell hits the vampire, it can instead choose to make the attack fail. The attack cannot be rerolled in any way after this, including the lucky feat, and must miss. The vampire gives the attacker a menacing glare that gazes into their soul and causes them to lose their focus, missing their attack. This can be done even after the damage has been rolled, but only once. Legendary Actions The vampire can take 5 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 or it's spell list if it were a spellcaster in life, expending a use of that spell as normal. Absorb Life (Costs 1d4+1 Actions). Every non-undead creature within a 30-foot radius of the vampire lord must make a DC 23 Constitution saving throw. On a failed save, creatures take 35 (10d6) necrotic damage and have their hit point maximum reduced by that amount until the greater restoration spell or similar magic is cast on them. On success, creature take half damage and do not have their 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 lord 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. ☁️ Take your game to new heights! 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16/08/23, 13:29 Vampire Lord - Monsters - Homebrew - D&D Beyond https://www.dndbeyond.com/monsters/234265-vampire-lord 3/3 Karic24 ADD TO COLLECTION REPORT 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. Monster Tags: SHAPECHANGER Environment: URBAN We have updated our privacy policy. Click the link to learn more. ©2023 D&D Beyond | All Rights Reserved Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2023 Wizards. ☁️ Take your game to new heights! Get Bigby Presents: Glory of the Giants now DISMISS


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