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Vampiric Warrior

Medium undead, neutral evil

Armor Class 18 (plate)
Hit Points 102 (12d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 19 (+4) 11 (+0) 10 (+0) 12 (+1)

Saving Throws Constitution +7, Wisdom +3
Skills Athletics +7, Perception +3
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened
Senses darkvision 60 ft., passive Perception 13
Languages any languages it knew in life
Challenge 8 (3,900 XP)

Special Traits

  • Regeneration. The vampiric warrior 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 the vampiric warrior takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampiric warrior’s next turn.
  • Turning Defiance. The vampiric warrior and any zombies or skeletons within 15 feet of it have advantage on saving throws against effects that turn undead.
  • Vampire Weaknesses. The vampiric knight has the following flaws:
    • Forbiddance. The vampiric warrior can’t enter a residence without an invitation from one of the occupants.
    • Harmed by Running Water. The vampiric knight takes 20 acid damage when it ends its turn in running water.
    • Stake to the Heart. The vampiric knight is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
    • Sunlight Hypersensitivity. The vampiric warrior 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 warrior doesn’t require air.

Actions

  • Multiattack. The vampiric warrior makes four Greatsword attacks.
  • Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  • Heavy Crossbow. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampiric warrior, 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 the vampiric warrior 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 h it point maximum to 0.

Reactions

  • Parry. The vampiric warrior adds 2 to its AC against one melee attack that would hit it. To do so, the vampiric warrior must see the attacker and be wielding a melee weapon.
Section 15: Copyright Notice

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