Vampire lord is a template that can be applied to any creature with a character level of at least 10 that has already had the vampire template applied to it that has been alive as a vampire for at least 100 years (hereafter referred to as the “base vampire”). The creature uses all the special abilities of the base vampire, except as noted below.
Does 1d4 con damage each round a bite is maintianed.
Alternate Form: A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form.
Children of the Night (Su): As base vampire, but the creatures summoned forth serve the vampire lord until released. Further, the vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles.
Control Weather (Sp): A vampire lord can cast either control weather or fog cloud as a 12th-level sorcerer at will.
Create Spawn (Su): As base vampire, but vampire lords create only vampire slaves, never vampire spawn. The new vampire is enslaved to the vampire lord until its master’s death, and the willpower of the vampire lord is too strong to allow it to break free of its enslavement.
Damage Immunity to normal weapons, resistance to magical weapons less than a +3 value.
Regeneration 28 HP/round, further it has 24 hours to reach a place of rest rather than 2 hours if brought to 0 hit points.
spell like ability: Telekinesis at will
spell like ability: Telepathy at will, can communicate with any living creature within 100 feet that has a language and with any vampire under its direct control to a range of 1 mile.
Turn resistance, advantage/disadvantage to turn checks as most beneficial for the vampire lord.
Vampire lords have far fewer weaknesses than normal vampires, a benefit of their quest for power.
Vampire lords cannot be repelled by garlic or holy symbols, though they can be turned. Mere presentation of a holy symbol has no effect. They have no fear of mirrors, and they cast reflections as living beings do.
Vampire lords can cross over or through running water with no impediments. They are not harmed in any way by immersion in running water.
A vampire lord is not as vulnerable to sunlight as a normal vampire, and can go about in broad daylight if it desires. Under sunlight, it takes disadvantage penalty to all ability scores and on all attacks, saves, and skill checks. Also, a vampire lord in sunlight cannot use any of its supernatural powers. Victims of its domination power are not freed of the vampire lord’s control during daylight hours; the vampire lord can verbally command any creature in its thrall even in direct sunlight. Spells that produce sunlight effects cannot harm a vampire lord; only direct light from the sun can weaken it. If the vampire lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is disposed of as described below, it assumes gaseous form as soon as the sun sets and attempts to return to its coffin.
A vampire lord is not killed outright by a wooden stake driven through its heart, though the stake does cause normal damage if it can bypass the creature’s damage reduction.
The only way to make sure that a vampire lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. However, if the head ashes are ever unearthed and somehow separated from the holy water, dried thoroughly, and then subjected to an unhallow spell, the vampire lord can regenerate in a week if the ashes are placed inside one of its places of rest.
The game statistics of a player character transformed into a vampire spawn and then a vampire don’t change, except that the character’s Strength, Dexterity, and Constitution scores become 18 if they aren’t higher. In addition, the character gains the vampire’s damage resistances (necrotic; bludgeoning, piercing, and slashing from nonmagical weapons), darkvision 120 feet, traits, and actions. Attack and damage rolls for the vampire’s attacks are based on Strength. The save DC for Charm is 8 + the vampire’s proficiency bonus+ the vampire’s Charisma modifier. The character’s alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life.
Shapechanger: If the vampire isn’t in sun light or running water, it can use its action to polymorph in to 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.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
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 sun light 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 2 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. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sun light or running water. 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.
Natural Armor: improves by +2
Vampire Weaknesses. The vampire has the following flaws:
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 sun light, it has disadvantage on attack rolls and ability checks.
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:
+? to hit, reach 5 ft., one creature. Hit: (1d8 + str mod) bludgeoning
damage. In stead of dealing damage, the vampire can grapple
Bite (Bat or Vampire Form Only). Melee Weapon Attack: +? to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: (1d6 + dex mod) 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 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 .
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
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack .