Dread Lord Vadania Ostoroth
Dread Lord Vadania Ostoroth CR: 15
STR
18 +4
DEX
18 +4
CON
18 +4
INT
17 +3
WIS
15 +2
CHA
18 +4
Spellcasting. The vampire can cast the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):
- Cantrips (at will): mage hand (the hand is invisible), message, minor illusion, shape water
- 1st-level (4 slots): disguise self, silent image, sleep
- 2nd-level (3 slots): hold person, invisibility, phantasmal force
- 3rd-level (2 slots): fear, hypnotic pattern, phantom steed
Shapechanger. If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat 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 30 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 20 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, except the damage it takes from sunlight.
- Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
- Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
- Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
- Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack. Rapier (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 1D8+4 bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 1D6+4 piercing damage plus 3D6 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 30 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. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, 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, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day). The vampire magically calls 2D4 swarms of bats or rats, provided that the sun isn't up. While outdoors, the vampire can call 3D6 wolves instead. The called creatures arrive in 1D4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. BONUS ACTIONS Cunning Action. The vampire takes the Dash, Disengage, or Hide action. Steady Aim. The vampire gives itself advantage on its next attack roll on the current turn. The vampire can use this bonus action only if it hasn't moved during this turn, and after it uses the bonus action, its speed is 0 until the end of the current turn. Versatile Trickster. The vampire chooses a creature within 5 feet of its mage hand. The vampire gains advantage on attack rolls against that creature until the end of the turn.
Reactions
Uncanny Dodge. The vampire halves the damage that it takes from an attack that hits it. The vampire must be able to see the attacker.
Legendary Actions
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action 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 attacks.
- Unarmed Strike. The vampire makes one unarmed strike.
- Bite (Costs 2 Actions). The vampire makes one bite attack.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:
- There's a noticeable increase in the populations of bats, rats, and wolves in the region.
- Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
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