Vampire Infernalist
Astarion's Book of Hungers
- Tamaño
- Mediano
- Tipo
- undead (wizard)
- Alineamiento
- legal malvado
- CA
- 16
- Iniciativa
- 13
- Puntos de golpe
- 172 (23d8+69)
- Velocidad
- walk 40 ft., fly 40 ft. (hover)
- Salvaciones
- Con +5, Int +5
- Habilidades
- Arcana +10, Perception +8, Religion +10, Stealth +8
- Resistencias
- Fire, Necrotic, Poison
- Inmunidad a estados
- Poisoned
- Sentidos
- Darkvision 120 ft. (unimpeded by magical Darkness)
- Percepción pasiva
- 18
- Idiomas
- Common, Infernal
- Desafío
- 14
- Linaje
- Vampire
- Entorno
- planar, underdark, urban
Rasgos
Proficiency Bonus
+5
Treasure
Arcana: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme.
Legendary Resistance (3/Day, or 4/Day in Lair)
If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape
If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed. While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Point after spending 1 hour there.
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 in its resting place, 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.
Acciones
Multiattack (Vampire Form Only)
The vampire makes two Hellfire Claw attacks and uses Bite.
Hellfire Claw (Vampire Form Only)
Melee Attack Roll: +9, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 10 (3d6) Fire damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.
Bite (Imp or Vampire Form Only)
Constitution Saving Throw: DC 18, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 16 (3d10) Necrotic damage and the creature loses its highest-level available spell slot (if any). 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. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.
Spellcasting
The vampire casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):
- At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
- 2/day: Scrying
- 1/day: Wall of Fire
Shape-Shift (Bonus Action)
If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny imp (Speed 20 ft., Fly Speed 40 ft.), or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it. While in imp form, the vampire's game statistics, other than its size and Speed, are unchanged. While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.
Acciones legendarias
Legendary Actions (4/Turn)
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature's turn, the vampire can expend a use to take one of the following actions. The vampire regains all expended uses at the start of each of its turns.
recharge
4/TURN
Hellfire Strike
The vampire moves up to half its Speed, and it makes one Hellfire Claw attack.
Infernal Majesty
Charisma Saving Throw: DC 17, each creature in a 20-foot Emanation originating from the vampire. Failure: 9 (2d8) Psychic damage, and the target has the Frightened condition until the start of its next turn. Success: Half damage only. Failure or Success: The vampire can't take this action again until the start of its next turn.
Teleport
The vampire teleports up to 30 feet to an unoccupied space it can see.
Vampire Infernalist Lairs Categoría: lair
Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun's light. The region containing an infernalist's lair is warped by its presence, creating the following effects, all of which happen at the vampire's discretion:
- Diabolic Beasts. Animals in the vampire's domain serve the vampire's will. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
- Drained Essence. Grasping shadows within 1 mile of the lair sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature can't spend Hit Point Dice at the end of the rest and doesn't regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.
- Tenacious Lore. Within 1 mile of the lair, flame doesn't burn written material.
If the infernalist dies or moves its lair elsewhere, these effects end immediately.
Conjuros
Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation, Scrying, Wall of Fire
Otros datos
description
Vampire Arcanist of the Nine Hells
While mortal wizards tend to hesitate before bartering their souls to devils for magical power, vampire wizards often believe their immortality will exempt them from any infernal claim to their souls. The archdevil Mephistopheles happily exploits such hubris and proves that even undead aren't immune to the laws of the Nine Hells. The greatest hell-bound vampires are masters of hellfire called infernalists, who prey on mages. Vampire infernalists are usually too arrogant to work together; even a large city isn't likely to harbor more than one vampire infernalist. Vampire infernalists are dormant during the day, retreating to resting places hidden from the sun's searing rays before emerging at night to commit unsavory deeds.