ToT:Vampire Lord

Vampire Lord
Medium Undead (Shapechanger), Typically Neutral Evil

Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 40 ft. (fly 30 ft. (hover) in Vampire Lord form)

21 (+5) 18 (+4) 18 (+4) 14 (+2) 15 (+2) 20 (+5)

Saving Throws Agi +9, End +9, Wil +7
Skills Athletics +10, Perception +7, Stealth +15
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages the languages it knew in life

Challenge 16 (15,000 XP)Proficiency Bonus +5
Shapechanger. If the vampire isn't in sunlight, it can use its action to polymorph into its vampire lord form or a Medium cloud of mist, or back into its true form.
While in Vampire Lord form, the vampire knows the location of all creatures within 60 feet of it. Its statistics are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Agility, and Endurance saving throws, and it is immune to all damage except fire, radiant and the damage it takes from sunlight.

Innate Spellcasting. The vampire's innate spellcasting ability is Personality (spell save DC 19). It can innately cast the following spells, requiring no material components:
2/day each: animate dead, charm person, conjure gargoyle, detect life, fear, hold monster, invisibility (self only)

Legendary Resistance (3/day). If the vampire fails a saving throw, he can choose to succeed instead.

Night Cloak (Vampire Lord form only). At the start of each of the vampire's turns, each creature within 5 feet of it takes 4 (1d8) piercing damage, the vampire regains hit points equal to the damage dealt.

Turn Resistance. The vampire has advantage on saving throws against any effect that turns undead.

Vampire Weaknesses. If the vampire takes at least 15 fire damage from a single attack or spell, it cannot reduce a creature’s maximum hit points with its bite or regain hit points until the end of its next turn. Additionally, the vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Multiattack. The vampire makes three attacks, only one of which can be a bite attack.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire 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. If the target is a humanoid, it must succeed on a DC 17 Endurance saving throw or be cursed with vampirism.

Talons. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit. 14 (2d8 + 5) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).

Vampiric Drain. The vampire hurls a blast of blood magic at a point it can see within 30 feet of it. Each creature in a 10-foot radius sphere centered on that point must succeed on a DC 18 Endurance saving throw or take 10 (3d6) necrotic damage, the vampire regains hit points equal to half the damage dealt.
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.

Attack. The vampire makes one attack with its talons, or uses its Vampiric Drain.

Bat Swarm. The vampire turns into a swarm of bats, moves up to 50 feet, and reverts to its previous form. While in its bat swarm form, the vampire is immune to all damage, and can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the vampire remain in its possession.

Vampiric Grip (costs 2 actions). The vampire targets one creature it can see within 20 feet of it. The target must succeed on a DC 19 Endurance saving throw or take 22 (5d8) necrotic damage, move 20 feet closer to the vampire and be grappled, (escape DC 18). Until this grapple ends, the target is restrained.

Found In: Terrors of Tamriel