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.
- 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.
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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.