Vampire Warden

Astarion's Book of Hungers

Size
Medium
Type
undead
Alignment
neutral evil
AC
18
Initiative
6
Hit Points
190 (21d8+96)
Speed
walk 30 ft.
Saving Throws
Con +4, Wis +4
Skills
Athletics +9, Perception +10
Resistances
necrotic
Condition Immunities
Exhaustion, Frightened
Senses
Darkvision 120 ft.
Passive Perception
20
Languages
Common
Challenge
10
Lineage
Vampire
Environment
underdark, urban
STR
21
+5
DEX
15
+2
CON
18
+4
INT
10
+0
WIS
14
+2
CHA
17
+3

Traits

Proficiency Bonus

+4

Magic Resistance

The vampire has Advantage on saving throws against spells and other magical effects

Vampire Weakness

The vampire has these weaknesses:

  • Forbiddance. The vampire can't enter a residence without an invitation from an occupant.
  • Running Water. The vampire takes 20 Acid damage if it ends its turn in running water.
  • Stake to the Heart. If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition, the vampire has the Paralyzed condition until the weapon is removed.
  • Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

Immobile Restoration

If the vampire drops to 0 Hit Points while it doesn't have the Petrified condition, it turns to stone, regains 50 Hit Points, and has the Petrified condition for 1 hour.

Actions

Multiattack

The vampire makes two Claw attacks and uses Bite or Guardian's Command.

Claw

Melee Attack Roll: +9, reach 5 ft. Hit: 14 (2d8 + 5) Slashing damage plus 7 (2d6) Necrotic damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.

Bite

Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 7 (1d4 + 5) Piercing damage plus 7 (2d6) Necrotic damage. The target's Hit Point maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount.

Guardian's Command

The vampire casts Compulsion, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 15).

Reactions

Resilient Flesh

Trigger: The vampire is hit by a melee attack roll from an attacker the vampire can see. Response: The vampire reduces the damage it takes from the attack by 11 (2d6 + 4).

Spells

Compulsion

Other data

description

Stone-Skinned, Blood-Drinking Guardian

Vampires need trusted guards for their lairs, minions, and treasures. After all, vampire familiars don't live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more durable spawn to serve as watchful guardians. These vampire wardens appear to have the same pallid flesh as most vampires but, through sheer force of will, can shrug off blows that might fell others. When most vampires would be destroyed, a warden turns to stone, heals itself, and is ready for service once again.