b'Vampire, Pact \n'b'  Medium   undead ,  any evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  178 (17d8 + 102)  Speed  30 ft.\n'b' STATS STR: 22 (+6) DEX:  16 (+3)  CON:  22 (+6)  INT:  17 (+3)  WIS:  15 (+2)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +8,  Con  +11,  Wis  +7,  Cha  +10  Skills   Perception  +7,  Persuasion  +10,  Stealth  +8  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  poison  Condition Immunities   poisoned   Senses   darkvision  120 ft., passive  Perception  17  Languages  the languages it knew in life  Challenge  15 (13,000 XP)  Proficiency Bonus  +5 \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Sense . The pact vampire can pinpoint the location of creatures that aren\xe2\x80\x99t Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it. \n'b'  Legendary Resistance (3/Day) . If the pact vampire fails a saving throw, it can choose to succeed instead. \n'b'  Poisonous Blood . A creature that hits the pact vampire with a  melee attack  while within 5 feet of it takes 7 (2d6) poison damage. \n'b'  Regeneration . The pact vampire regains 25  hp  at the start of its turn if it has at least 1  hp  and isn\xe2\x80\x99t in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampire\xe2\x80\x99s next turn. \n'b'  Undead Nature . The pact vampire doesn\xe2\x80\x99t require air. \n'b'\n'b'  Vampire Weaknesses . The pact vampire has the following flaws: \n'b'  Stake to the Heart . If a piercing weapon made of wood is driven into the vampire\xe2\x80\x99s heart while the vampire is  incapacitated  in its resting place, the vampire is  paralyzed  until the stake is removed. \n'b'  Sunlight Hypersensitivity . The vampire takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on  attack  rolls and ability checks. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The pact vampire makes three Claw attacks. \n'b'  Claw .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 13 (2d6 + 6) slashing damage plus 13 (3d8) poison damage. \n'b'  Call Blood . The pact vampire draws the blood out of a bleeding creature\xe2\x80\x99s body, where it flows through the air into the vampire\xe2\x80\x99s mouth. One creature the vampire can see within 60 feet of it that doesn\xe2\x80\x99t have all its  hp  and isn\xe2\x80\x99t a Construct or Undead must succeed on a DC 18  Constitution  saving throw or take 22 (4d10) necrotic damage, and its hp maximum is reduced by that amount. The vampire regains hp equal to half the damage dealt. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0. \n'b'  Charm . One Humanoid the vampire can see within 30 feet of it must succeed on a DC 18  Wisdom  saving throw or be magically  charmed  for 1 day. The  charmed  target obeys the vampire\xe2\x80\x99s verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this vampire\xe2\x80\x99s Charm for the next 24 hours. The vampire can have only one target  charmed  at a time. If it charms another, the effect on the previous target ends. \n'b'  Children of the Lower Planes (1/Day) . The pact vampire magically calls 2d4 dretches, 1d4 imps, or 1 bearded devil. The called Fiends arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Fiends remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The pact 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\xe2\x80\x99s turn. The vampire regains spent legendary actions at the start of its turn. \n'b'\n'b'  Move . The pact vampire moves up to its speed without provoking opportunity attacks. \n'b'  Call Blood (Costs 2 Actions) . The pact vampire uses Call Blood. \n'b'  Spread Poison (Costs 2 Actions) . The pact vampire\xe2\x80\x99s blood briefly turns into a mist around it. Each creature within 15 feet of the vampire must succeed on a DC 18  Constitution  saving throw or take 14 (4d6) poison damage and be  poisoned  until the end of its next turn. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing a pact vampire\xe2\x80\x99s lair is warped by its presence, which creates one or more of the following effects. \n'b'\n'b'  Hemophilia . Creatures bleed more easily within 3 miles of the lair, causing even the slightest scratch to bleed a little longer than usual. \n'b'  Overcast Skies . The area within 6 miles of the lair is perpetually overcast with bits of moonlight peeking through the thick clouds on nights important to the vampire or its patron. \n'b'  Thinned Veil . The veil between the Material Plane within 1 mile of the lair and the vampire\xe2\x80\x99s patron\xe2\x80\x99s home plane is thinned. Conjuration spells that pull from the patron\xe2\x80\x99s home plane are more potent and last longer, and planar travel between the Material Plane and the patron\xe2\x80\x99s home plane is easier. If the pact vampire dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' Needing to be near civilization for ready access to the blood its patron craves, a pact vampire dwells in a city\xe2\x80\x99s catacombs, sewers, or other underground complex with easy access to the city\xe2\x80\x99s streets at night. Pact vampires often lead secret cults within the city, building its patron\xe2\x80\x99s followers while drinking in the blood of the victims the cult brings to it. Due to the pact vampire\xe2\x80\x99s more direct link to the patron than many warlocks, the lair takes on aspects of the patron and is subtly shaped by the patron\xe2\x80\x99s will, filling the lair with hellish heat, eldritch lights, sourceless screams, and similar effects pleasing to that particular patron. \n'b' Blood flows up the slain man\xe2\x80\x99s body, defying gravity as it makes its way into the skin and fanged maw of this wild-haired vampire. \n'b' Pact warlocks seek transformation into a vampire while blessed by a patron of blood, destruction, or undead. The pact vampire\xe2\x80\x99s thirst for blood is so all-consuming that it can draw the blood of others through the air to its open maw. \n'b'  Blood Line . The patron\xe2\x80\x99s blessing frees the warlock from some of a vampire\xe2\x80\x99s weaknesses, but it also secures a magical line of blood and life energy between the warlock and the patron. This drives the warlock to wantonly shed and drink blood, fueling the patron with each drop. A pact vampire must feed blood to its patron weekly by shedding the blood of other creatures and absorbing that blood into its body. A pact vampire that forgets or refuses to shed blood for its patron begins to lose vitality, steadily becoming more gaunt until it withers into a mindless, skincovered skeleton under the patron\xe2\x80\x99s control. \n'b'  Transformed Vampires . Not all pact vampires start as living warlocks. Some vampires choose to make a pact with a foul power to diminish some of its weaknesses and to gain more control over its own blood and the blood of others. Such vampires transform into pact vampires, giving up some of their autonomy for greater power and safety from running water and sunlight. Regardless of how it initially transformed, a pact vampire can\xe2\x80\x99t change its form like a standard vampire, relying on its followers and its patron\xe2\x80\x99s power to ensure its safe exit from dangerous situations. \n'b'  Poisonous Blood . A pact vampire\xe2\x80\x99s blood is tainted by its enhanced magical connection to its patron, and when introduced to living creatures, the vampire\xe2\x80\x99s blood causes the creature\xe2\x80\x99s blood to flow more freely. Pact vampires coat their claws in this blood to better subdue and sup from bleeding victims. \n'b' Particularly brave alchemists have attempted to harvest pact vampire blood for use in treating diseases related to thick or sluggish blood, but few survive the attempt.'