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Vampire Sorceress

Medium undead (shapechanger), lawful evil

Armor Class 16 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 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 Common
Challenge 15 (13,000 XP)

SPECIAL TRAITS

  • Spellcasting. The vampire sorceress is an 18th-level spellcaster. her spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The vampire sorceress can cast disguise self and invisibility at will and has the following wizard spells prepared:
  • Shapechanger. If the vampire sorceress isn’t in sunlight or running water, she can use her action to polymorph into a Tiny bat or a Medium cloud of mist, or back into her true form. While in bat form, the vampire sorceress can’t speak, her walking speed is 5 feet, and she has a flying speed of 30 feet. her statistics, other than her size and speed, are unchanged. Anything she is wearing transforms with it, but nothing she is carrying does. she reverts to her true form if she dies. While in mist form, the vampire sorceress can’t take any actions, speak, or manipulate objects. she 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 she can’t pass through water. she has advantage on Strength, Dexterity, and Constitution saving throws, and she is immune to all nonmagical damage, except the damage she takes from sunlight.
  • Legendary Resistance (3/Day). If the vampire sorceress fails a saving throw, she can choose to succeed instead.
  • Misty Escape. When she drops to 0 hit points outside her resting place, the vampire sorceress transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that she isn’t in sunlight or running water. If she can’t transform, she is destroyed. While the vampire sorceress has 0 hit points in mist form, she can’t revert to her vampire form, and she must reach her resting place within 2 hours or be destroyed. Once in her resting place, she reverts to her vampire form. She is then paralyzed until she regains at least 1 hit point. After spending 1 hour in her resting place with 0 hit points, the vampire sorceress regains 1 hit point.
  • Regeneration. The vampire sorceress regains 20 hit points at the start of her turn if she has at least 1 hit point and isn’t in sunlight or running water. If Dhaderra takes radiant damage or damage from holy water, this trait doesn’t function at the start of Dhaderra’s next turn.
  • Spider Climb. The vampire sorceress can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Vampire Weaknesses. The vampire sorceress has the following flaws:
    • Forbiddance. The vampire sorceress can’t enter a residence without an invitation from one of the occupants.
    • Harmed by Running Water. The vampire sorceress takes 20 acid damage if she ends her turn in running water.
    • Stake to the Heart. If a piercing weapon made of wood is driven into the vampire sorceress’s heart while Dhaderra is incapacitated in her resting place, Dhaderra is paralyzed until the stake is removed.
    • Sunlight Hypersensitivity. The vampire sorceress takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.

*The vampire sorceress casts these spells on itself before combat.

ACTIONS

  • Multiattack. (Vampire Form Only). The vampire sorceress makes two attacks, only one of which can be a bite attack.
  • Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, Dhaderra can grapple the target (escape DC 18).
  • Bite. (Bat or Vampire Form Only). Melee Weapon Attack:+9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Dhaderra, incapacitated, or restrained. Hit: 7 (1d6 + 4) 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 Dhaderra regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces her 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 Dhaderra’s control.
  • Charm. The vampire sorceress targets one humanoid she can see within 30 feet of it. If the target can see Dhaderra, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by Dhaderra. The charmed target regards Dhaderra as a trusted friend to be heeded and protected. Although the target isn’t under Dhaderra’s control, she takes Dhaderra’s requests or actions in the most favorable way she can, and she is a willing target for Dhaderra’s bite attack. Each time Dhaderra or Dhaderra’s companions do anything harmful to the target, she can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Dhaderra is destroyed, is on a different plane of existence than the target, or she takes a bonus action to end the effect.
  • Children of the Night (1/Day). The vampire sorceress magically calls 2d4 swarms of bats or rats (swarm of bats, swarm of rats), provided that the sun isn’t up. While outdoors, Dhaderra can call 3d6 wolves (wolf) instead. The called creatures arrive in 1d4 rounds, acting as allies of Dhaderra and obeying her spoken commands. The beasts remain for 1 hour, until Dhaderra dies, or until Dhaderra dismisses them as a bonus action.

LEGENDARY ACTIONS

The vampire sorceress 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 sorceress regains spent legendary actions at the start of her turn.

  • Move. The vampire sorceress moves up to her speed without provoking opportunity attacks.
  • Unarmed Strike. The vampire sorceress makes one unarmed strike.
  • Bite. (Costs 2 Actions). The vampire sorceress makes one bite attack.
  • Cast a Spell. (Costs 0-3 Actions). The vampire sorceress casts a spell. she costs 1 legendary action per spell level (cantrips are free)
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham