Bestiary · Undead

Vampire PR 12

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.

Elder Vampire, drawn at Medium scale
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.

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.