The Lords of Night are a powerful race, and although many are only spawn, those who survive their first few decades becomes the aristocracy of the undead. With some degree of control over their animalistic rage, and the patience and confidence of eternal life, these vampires, known as Courtiers, are powerful and incredibly dangerous monsters. With a court of such creatures a 'true' vampire can bring ruin to empires and usher in age of blood and darkness.
VAMPIRE COURTIER Medium undead, lawful evil Armour Class 16 (breastplate or natural armour) Hit Points 113 (15d8 + 45) Speed 30ft. Str 18 (+4); Dex 18 (+4); Con 17 (+3); Int 16 (+3); Wis 14 (+2); Cha 16 (+3) Proficiency Bonus +4 Saving Throws Dex +8, Wis +6, Cha +7 Skills Intimidation +7, Perception +6, any one other skill (proficiency bonus +4) Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses Darkvision 60ft., passive Perception 16 Languages the languages it knew in life Challenge 10 (5,900 XP) Regeneration. The vampire courtier regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire courtier takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire courtier's next turn. Spider Climb. The vampire courtier can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire courtier has the following flaws: - Forbiddance. The vampire courtier can't enter a residence without an invitation from one of the occupants. - Harmed by running water. The vampire courtier 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 courtier's heart while the vampire courtier is incapacitated in its resting place, the vampire courtier is paralyzed until the stake is removed. - Sunlight hypersensitivity. The vampire courtier takes 20 points of radiant damage when it starts its turn in sunlight. While in sunlight, it takes disadvantage on attack rolls and ability checks. Mastery. Each vampire courtier has decades, if not centuries, of experience. Each chooses one strain of mastery from the list below, gaining the listed benefits. - Arcane expert. The vampire courtier has studied the spellcasting arts extensively, delving into forbidden secrets and rituals. They gain the Arcana skill at a skill bonus of +7, in addition to being a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire courtier has the following wizard spells prepared: Cantrips (at will): Friends, message, prestidigitation, true strike. 1st level (4 slots): Magic missile, shield, thunderwave. 2nd level (3 slots): Darkness, levitate, misty step. 3rd level (3 slots): Counterspell, fear, sleet storm. 4th level (3 slots): Blight, phantasmal killer, wall of fire. 5th level (2 slots): Modify memory, telekinesis. - Nightblade. The vampire courtier has spent years studying secrecy and shadow, honing their skills as a hunter. The vampire courtier adds the Stealth skill at a skill bonus of +8, and gains the following ability. Sneak Attack. Once per turn, the vampire courtier deals an extra 17 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the vampire courtier that isn't incapacitated, and the vampire courtier doesn't have disadvantage on the attack roll. - Warrior elite. The vampire courtier has waged wars and bathed in blood. Their mastery of weapons and combat is unparalleled, and their fury is mighty. The vampire courtier adds 1 to their Armour Class, and increases the base damage of all listed attacks by 3. In addition, their rapier or longsword attacks are made with advantage. ACTIONS Multiattack. The vampire courtier makes two attacks, one of which can be a bite attack. Rapier or Longsword. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 9 (1d8 + 4) piercing or slashing damage. Unarmed Attack. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Instead of dealing damage, the vampire courtier can grapple the target (escape DC 16). Bite. Melee weapon attack: +8 to hit, reach 5ft., one willing creature, or a creature that is grappled by the vampire courtier, incapacitated, or restrained. Hit: 7 (1d6 + 4) slashing damage plus 10 (3d6) necrotic damage. The target's maximum hit point total is reduced by an amount equal to the necrotic damage taken, and the vampire courtier 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 courtier's control. Also posted on Game Masters Stash on 10 December 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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