Vampire Ancient

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Vampires are the original children of the night. They possess myriad powers from summoning mist and nocturnal animals to charming their adversaries to climbing on walls or polymorphing into an animal themselves. Vampires drink humanoid blood and must do so with some regularity in order to maintain their greatest level of power. This often leads them to try taking over some town or city so that they have easy access to their lifeblood.

Vampires are also incredibly difficult to truly kill. When a vampire dies at night, its body dissolves into mist and floats back to its coffin. If it reaches its coffin before dawn, then it solidifies back into its vampiric form and returns to its semblance of life fully revived at dusk the following evening.

Killing a Vampire during the day prevents the Vampire from turning into mist and returning to its coffin until nightfall, which makes permanently killing it significantly easier. Once a Vampire is temporarily dead, either in its coffin or elsewhere, it must be pounded through the heart with a wooden stake and its head must be cut off and burned.

Aside from possessing formidable battlefield prowess, Vampires are also very charismatic and madly driven by their own goals. Many Vampires are motivated by political influence and want to control as large of an area as possible, but some may have different motivations.

Vampire Ancient

Monster Level: 50
Medium. Shapechanger Undead Humanoid
STR DEX END AWR INT CHA
4 11 10 7 10 12
Ref: 21 Fort: 20 Ant: 17 Log: 20 Will: 22
Armor Rating 20 Immune Necrotic, Occult
Hit Points 800 Vulnerable Radiant 1 DR 10/Silvered or Magical Weapons
Speed 40 ft, Climb 40 ft Senses Darkvision 300 ft
Traits Mythic, Regen 10
Features
Forbiddance. The Vampire Ancient must observe certain restrictions:
  • The Vampire Ancient cannot enter a private residence without a written or verbal invitation.
  • If the Vampire Ancient starts its turn in direct sunlight, it takes 16 (3d10) radiant damage.
  • If the Vampire Ancient starts its turn in running water, it takes 5 (1d10) radiant damage.
  • If the Vampire Ancient takes radiant damage, it loses its Regen ability for 30 seconds.
  • If the Vampire Ancient consumes garlic or uses Blood Drain on a creature that ate garlic within the last 8 hours, it takes 5 (1d10) toxic damage and is Sickened for 30 seconds. Crimson Thirst. Vampire Ancients do not need to eat or drink, but for every 1 week they do not use Blood Drain, they lose 20 current and maximum HP. After using Blood Drain at least once per day for a week, their current and maximum HP reset to normal.

Shadowy. If the Vampire Ancient moves and does not enter bright light during its movement, it cannot be attacked reactively.

Vampiric Curse. Any living humanoid who takes damage from Blood Drain three times within 24 hours becomes infected with Vampirism.

Dark Ritualist. Using CHA, the Vampire Ancient can innately cast the following occult rituals. Animate Corpses, Bedeviling Countenance, Blight, Child of Darkness, Curse of Withering, Dreamwalker, Gaze of a Thousand Miles, Inscription of Sharpening, Refraction of a Thousand Souls, Scry, Shadow Armor, Summon Fiend.

Unholy Resurrection. If the Vampire Ancient dies at nighttime, it turns into a fine mist and floats back to its coffin at a rate of 60 ft on each of its turns. If it does not reach its coffin by dawn, then it dies permanently. If it reaches its coffin before dawn, then it solidifies back into its vampiric form but is still dead. It reawakens at full health at dusk that evening. A Vampire Ancient that dies during the daytime turns into mist in this way at dusk the following evening, where it then tries to return to its coffin. When a Vampire Ancient is dead and in solid form, it can be staked through the heart and its head cut off and burned to permanently kill it.

Actions

The Vampire Ancient can MOVE and take FOUR of the following actions, or take the same action four times.

Move. The Vampire can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +11 vs AR. Hit: 20 (2d8+11) sharp.

Charm. Ranged 60 ft Natural Weapon. +12 vs WILL. Hit: The target is Charmed by the Vampire until the start of the Vampire Ancient’s next turn.

Shapeshifter. The Vampire Ancient assumes the form of a Swarm of Bats, a Vampiric Mist, or a Wolf Alpha. It retains its HP and AR but otherwise uses the relevant creature’s stats. The Vampire Ancient may return to its normal form by spending one action.

OR the Vampire Ancient can take TWO of the following actions, or take the same action twice...

Move. The Vampire can move up to its speed.

Claws. Reach 5 ft Natural Weapon. +11 vs AR. Hit: 20 (2d8+11) sharp.

Charm. Ranged 60 ft Natural Weapon. +12 vs WILL. Hit: The target is Charmed by the Vampire until the start of the Vampire Ancient’s next turn.

Shapeshifter. The Vampire Ancient assumes the form of a Swarm of Bats, a Vampiric Mist, or a Wolf Alpha. It retains its HP and AR but otherwise uses the relevant creature’s stats. The Vampire Ancient may return to its normal form by spending one action.

...AND take ONE of the following actions.

Blood Drain. This attack automatically hits targets Charmed or Enthralled by the Vampire Ancient. Reach 5 ft Natural Weapon. +12 vs ANT. Hit: 34 (4d10+12) necrotic, and the Vampire Ancient regains HP equal to the damage it dealt.

Enthrall (Recharge 5). Ranged 60 ft Natural Weapon. +6 vs WILL. Hit: The target is Enthralled by the vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage from any source besides Blood Drain, it may make a DC 22 CHA check; on a success, its end the Enthralled condition. A creature that was Enthralled by the Vampire Ancient and is no longer Enthralled is immune to this attack for the next 4 hours.

Frighten. 60 ft Radius Natural Weapon. +6 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn.

Creatures of the Night (Recharge 6). The Vampire Ancient summons 2 (1d4) wolves and 1 (1d2) Swarm of Bats. These creatures are friendly towards the Vampire Ancient, obey its mental commands, and take their turn immediately after it in Initiative.

OR the Vampire Ancient can MOVE and take TWO of the following actions, or take the same action twice.

Blood Drain. This attack automatically hits targets Charmed or Enthralled by the Vampire Ancient. Reach 5 ft Natural Weapon. +12 vs ANT. Hit: 34 (4d10+12) necrotic, and the Vampire Ancient regains HP equal to the damage it dealt.

Enthrall (Recharge 5). Ranged 60 ft Natural Weapon. +6 vs WILL. Hit: The target is Enthralled by the vampire for 8 hours. Whenever it deals damage to one of its allies or takes damage from any source besides Blood Drain, it may make a DC 22 CHA check; on a success, its end the Enthralled condition. A creature that was Enthralled by the Vampire Ancient and is no longer Enthralled is immune to this attack for the next 4 hours.

Frighten. 60 ft Radius Natural Weapon. +6 vs WILL of each creature in the radius. Hit: The creature is Frightened until the end of its next turn.

Creatures of the Night (Recharge 6). The Vampire Ancient summons 2 (1d4) wolves and 1 (1d2) Swarm of Bats. These creatures are friendly towards the Vampire Ancient, obey its mental commands, and take their turn immediately after it in Initiative.

Reactions
Contest Spell (1/Round). The Vampire can innately cast the Contest Spell arcane spell.