Illustration Xan Drake

Vampire Warlock - Variant

Tome of Beasts
Challenge 13
(10,000 XP)
Robinloft Estimated CR 9
Medium undead (shapechanger), lawful evil
Armor Class 16 (natural armor)
Hit Points 144 (17d8+68)
Speed 30 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws Dex +9, Wis +7, Cha +9
Skills Perception +7, Stealth +9
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 120 ft., passive Perception 17
Languages the languages it knew in life
Environments
Innate Spellcasting. The vampire's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

Actions

Blood Puppet.

The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire’s companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn’t need to concentrate on maintaining the effect.

Bloody Arms.

The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage.

Call the Blood.

The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target’s blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. The target dies if this effect reduces its hit point maximum to 0.

Children of Hell (1/Day).

The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action.

Legendary Actions

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.
Unarmed Strike. The vampire warlock makes one unarmed strike.
Call the Blood (Costs 2 Actions). The vampire warlock uses call the blood.

Vampire Warlock - Variant

Not yet described

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