Bestiary · Undead

Vampire PR 14

Vampire Lord

A vampire that lasts long enough stops hunting and starts administering, since a settlement farmed properly yields for centuries and one hunted through yields once. The tithe is taken on a schedule from families on a register, evenly and without exception. Tenants who have tried to leave found that the agreement was made by an ancestor and has no exit clause.

Vampire Lord, drawn at Medium scale
Physiology
Undead, Humanoid
Size
Medium
Speed
40 ft., climb 40 ft.
Armor class
19
Hit points
255 (30d8 + 120)
Proficiency
+5
  • STR 20 +5 save +5
  • DEX 19 +4 save +9
  • CON 19 +4 save +4
  • INT 18 +4 save +4
  • WIS 18 +4 save +9
  • CHA 21 +5 save +10
Skills
Deception +10 , History +9 , Insight +9 , Perception +9 , Persuasion +10 , Stealth +9
Passive Perception
19
Senses
darkvision 120 ft.
Languages
Common, Old Valar, Elvish, Netherspeech
Damage resistances
necrotic, bludgeoning, piercing, slashing
Found in
Settlement

Traits

  • Regeneration

    The lord regains 20 hit points at the start of its turn if it has at least 1 hit point and has not taken radiant damage, or damage from running water, since its last turn.

  • Tenant Register

    The lord knows every creature bound to it by tenancy and can sense the direction and distance of any of them within a hundred miles.

  • Invitation

    The lord cannot enter a residence without being invited by someone who lives there. A tenancy agreement counts as a standing invitation.

  • Sunlight

    The lord takes 20 radiant damage at the start of each turn it spends in direct sunlight and has disadvantage on attack rolls.

Actions

  • Multiattack

    The lord makes two Unarmed Strike attacks and one Bite attack, or three Unarmed Strike attacks.

  • Unarmed Strike

    +10 to hit · reach 5 ft.

    3d8 + 5 bludgeoning damage

    If the lord chooses, the target is Grappled (escape DC 18) instead of taking damage.

  • Bite

    +10 to hit · reach 5 ft.

    3d6 + 5 necrotic damage

    The lord can use this attack only against a Grappled, Restrained, Incapacitated or willing creature. The target's hit point maximum is reduced by the necrotic damage taken, and the lord regains that many hit points.

  • Call the Tithe

    Up to three creatures within 120 feet that are on its register make a DC 18 Charisma save. On a failure a creature is Charmed for 1 hour and walks to the lord by the shortest route.

  • Mist Bonus action

    The lord becomes a cloud of mist until the end of its next turn. In that form it cannot take actions, has resistance to all damage and can pass through any gap that is not sealed against air.