Elder Vampire
An elder has outlived every family it deals with and holds debts against most of them. It keeps a court on a core world or a private station and rarely needs to fight in person.
- Physiology
- Undead, Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 19 (tailored plate weave)
- Hit points
- 209 (22d8 + 110)
- Proficiency
- +4
- STR 22 +6 save +6
- DEX 20 +5 save +9
- CON 21 +5 save +9
- INT 20 +5 save +5
- WIS 18 +4 save +8
- CHA 22 +6 save +10
- Skills
- Deception +10 , Insight +8 , Perception +8 , Persuasion +10 , Stealth +9 , History +9
- Passive Perception
- 18
- Senses
- darkvision 120 ft.
- Languages
- Common, Netherspeech, Low Aurelian
- Damage resistances
- necrotic, bludgeoning, piercing, slashing
- Found in
- Settlement , Station Interior
Equipment
Spells
Channels with CHA. Save DC 18, spell attack +10 .
The elder learned its spells centuries ago and casts rarely, after cheaper options have been exhausted.
- At will Charm Person , Darkness , Detect Thoughts
- 3/day each Gaseous Form , Hold Person , Misty Step
- 1/day each Dominate Person , Modify Memory , Scrying
Traits
-
Legendary Resistance
Twice per day, when the elder fails a saving throw, it can choose to succeed instead.
-
Regeneration
The elder regains 20 hit points at the start of its turn if it has at least 1 hit point and has not taken radiant damage since its last turn.
-
Sunlight Weakness
The elder takes 20 radiant damage at the start of each turn in direct sunlight and has disadvantage on attack rolls and ability checks.
Actions
-
Rapier
+9 to hit · reach 5 ft.
1d8 + 5 piercing damage
The elder makes three Rapier attacks. A creature hit by two or more of them in a turn is Grappled.
-
Dominate
DC 18 Wisdom save
One humanoid within 60 feet is Charmed and acts on the elder's orders for one hour on a failed save, repeating the save each time it takes damage.
-
Bite Bonus action
+9 to hit · reach 5 ft.
3d8 + 5 necrotic damage
The elder can use this attack only against a Grappled, Restrained, Charmed or willing creature. The target's hit point maximum drops by the damage dealt.
-
Debt Collection Reaction
DC 18 Wisdom save
When a creature within 60 feet that owes the elder a debt, or descends from someone who did, attacks it, the creature makes a Wisdom saving throw or its attack fails and it takes 4d8 psychic damage.
-
Slip Past Legendary
The elder moves up to its speed without provoking opportunity attacks. It can pass through a gap a rat could use.
-
Rapier Legendary
The elder makes one Rapier attack.
-
Court Summons Legendary
DC 18 Charisma save
This action costs two legendary actions. The elder names one creature it has fed on that is within a mile. Unless the creature succeeds on a Charisma saving throw, it is teleported to an unoccupied space within 15 feet of the elder.