Sorin Markov the lord of Innistrad... and fab hair by Durrrrian
Vampire (Lord)
Medium Undead (Shapechanger), any evil alignment
Armor Class 18 (natural armor)
Hit Points 171 (18d8 + 90; bloodied 85)
Speed 60 ft., climb 50 ft.
STR | DEX | CON | INT | WIS | CHA |
22 (+5) | 20 (+5) | 20 (+5) | 17 (+3) | 15 (+2) | 18 (+4) |
Saving Throws Dex +10, Con +10, Wis +7, Cha +9
Skills Arcana +8, Athletics +10, Persuasion +9, Perception +7, Stealth +10
Damage Resistances cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 180 ft., passive perception 17
Languages any language it knew in life
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Avoidance. If the vampire is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Brutal. The vampire deals an extra 8 damage when it hits with a melee weapon attack (included in the attack).
Legendary Reactions. In addition to its normal reaction, a vampire can spend one legendary action to instead take a reaction. It can only take one reaction or legendary action per turn.
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 4 hours 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 hour in its resting place with 0 hit points, it regains 1 hit point.
Regeneration. When vampire is not in its mist form, it regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. 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.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampiric Flaws. The vampire has the following
vampire weaknesses:
Forbiddance, Harmed by Running Water, Stake to the Heart, and
Sunlight Hypersensitivity.
Undead Marshall. Unless the vampire is incapacitated, it and undead creatures of its choice within 30 feet of it have advantage on saving throws against features that turn undead.
Undead Resistance. The vampire lord has advantage on saving throws to resist effects that inflict the petrified, or stunned conditions.
ACTIONS
Multiattack. (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature.
Hit: 21 (2d6 + 14) bludgeoning damage and if the target is a Large or smaller creature it must make a DC 19 strength saving throw or be grappled, knocked prone, or pushed 10 feet, the vampire's choice. Alternately, instead of dealing damage, the vampire can grapple the target (escape DC 19).
Bite. (Bat or Vampire Form Only). Melee Weapon Attack:+10 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained.
Hit: 16 (1d4 + 14) piercing damage plus 17 (5d6) 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.
Charm. The vampire targets one humanoid it can see within 60 feet of it. If the target can see the vampire, the target must succeed on a DC 17 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 and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's 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 or takes a bonus action to end the effect.
Telekinesis. The vampire chooses one object or creature it can see within 90 feet of it that weights 5,000 lbs or less. The vampire can move the target up to 60 feet in any direction it wishes. A creature can make a DC 17 Strength saving throw, preventing the movement on a success.
If during this forced movement the target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was moved. If the target is moved at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.
Change Shape. If the vampire isn't in sunlight, it can polymorph into a swarm of bats, or a Medium cloud of mist, or back into its true form.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 60 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 30 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.
Children of the Night (1/Short Rest). The vampire magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 2 hours, until the vampire dies, or until the vampire dismisses them as a bonus action.
BONUS ACTIONS
Lord of Shadows. If the vampire is in dim light or darker, it can take the Hide action.
Undead Speed. The vampire lord can use a bonus action to take the Dash or Disengage actions.
LEGENDARY ACTIONS
The vampire can take 3 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 attack.
Unarmed Strike. The vampire makes one unarmed strike attack.
Unstoppable. The vampire removes one condition or effect it is suffering. It can do so if it has at least 1 hit point, even while unconscious or incapacitated.
Bite (Costs 2 Actions). The vampire makes one bite attack.
Dominate (Cost 2 Actions). The vampire commands one creature it has charmed. The creature must use its reaction to move up to its speed and make an attack or cast a spell with a target of one creature. The vampire choses the action and the target.