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Vampiric Wizard

Medium undead, neutral evil

Armor Class 13 (16 with mage armor)
Hit Points 110 (17d8 + 34)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 20 (+5) 12 (+1) 18 (+4)

Saving Throws Intelligence +9, Wisdom +5
Skills Arcana +9, Perception +5, Persuasion +8
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 10 (5,900 XP)

Special Traits

  • Legendary Resistance (3/day). If the vampiric wizard fails a saving throw, it can choose to succeed instead.
  • Regeneration. A vampiric wizard regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’ t in sunlight or running water. If it takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn.
  • Spellcasting. A vampiric wizard is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). A vampiric wizard has the following wizard spells prepared:
  • Spider Climb. A vampiric wizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Vampire Weaknesses. A vampiric wizard has the following flaws:
    • Forbiddance. A vampiric wizard can’t enter a residence without an invitation from one of the occupants.
    • Harmed by Running Water. A vampiric wizard takes 20 acid damage when it ends its turn in running water.
    • Stake to the Heart. A vampiric wizard is destroyed if a piercing weapon made of wood is driven into her heart while it is incapacitated in its resting place.
    • Sunlight Hypersensitivity. A vampiric wizard takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
  • Undead Nature. A vampiric wizard doesn’t require air.

Actions

  • Multiattack. A vampiric wizard makes two attacks, only one of which can be a Bite attack.
  • Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Instead of dealing damage, a vampiric wizard can grapple the target (escape DC 14).
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampiric wizard, incapacitated, or restrained. Hit: 6 (1d6 + 3) 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 vampiric wizard 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.

Legendary Actions

A vampiric wizard can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. A vampiric wizard regains spent legendary actions at the start of its turn.

  • Cantrip. The vampiric wizard casts a cantrip.
  • Move. The vampiric wizard moves up to her speed without provoking opportunity attacks.
  • Bite (costs 2 actions). The vampiric wizard makes one Bite attack.
  • Mesmerizing Gaze (costs 2 actions). The vampiric wizard fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 16 Charisma saving throw or be incapacitated for 1 minute. If the saving throw fails by 5 or more, the creature is instead stunned for 1 minute as it can’t take its eyes away from the vampire’s beautiful face. The incapacitated or stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the vampiric wizard’s Mesmerizing Gaze for the next 24 hours.
Section 15: Copyright Notice

Tegel Manor © 2019, Frog God Games, LLC; Authors: Bill Webb & Thom Wilson with additional material by Gabor Lux