b'Vampire Warlord \n'b'  Family:   Vampires  \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  18 (plate)  Hit Points  144 (17d8 + 68)  Speed  30 ft.\n'b' STATS STR: 18 (+4) DEX:  18 (+4)  CON:  18 (+4)  INT:  17 (+3)  WIS:  15 (+2)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +9,  Wisdom  +7,  Charisma  +9  Skills   Perception  +7,  Stealth  +9  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical weapons  Senses   darkvision  120 ft., passive  Perception  17  Languages  Common, Celestial  Challenge  15 (13,000 XP) \n'b' Special Traits \n'b'\n'b'  Shapechanger . If the vampire warlord isn\xe2\x80\x99t in sunlight or running water, it can use its action to  polymorph  into a Tiny  bat  or a Medium cloud of mist, or back into its true form. While in  bat  form, the vampire warlord can\xe2\x80\x99t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its  size  and speed, 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 warlord can\xe2\x80\x99t 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\xe2\x80\x99s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can\xc2\x92t pass through water. It has advantage on  Strength ,  Dexterity , and  Constitution  saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. \n'b'  Legendary Resistance (3/day) . If the vampire warlord fails a saving throw, it can choose to succeed instead. \n'b'  Misty Escape . When it drops to  0 hit points  outside its resting place, the vampire warlord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn\xe2\x80\x99t in sunlight or running water. If it can\xe2\x80\x99t transform, it is destroyed. While it has  0 hit points  in mist form, it can\xe2\x80\x99t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then  paralyzed  until it regains at least 1 hit point. After spending 1 hour in its resting place with  0 hit points , it regains 1 hit point. \n'b'  Regeneration . The vampire warlord regains 20  hit points  at the start of its turn if it has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. 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'  Spider Climb . The vampire warlord can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Vampire Weaknesses . The vampire warlord has the following flaws: \n'b'\n'b'  Forbiddance . The vampire can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b'  Harmed by Running Water . The vampire takes 20 acid damage if it ends its turn in running water. \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 20 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 (Vampire Form Only) . The vampire warlord makes three attacks, only one of which can be a bite  attack . \n'b'  Maul (Vampire Form Only) .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) bludgeoning damage. \n'b'  Bite (Bat or Vampire Form Only) .  Melee Weapon Attack : +9 to hit, reach 5 ft., one willing creature that is  grappled  by the vampire, incapacitated, or  restrained .  Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\xc2\x92s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire warlord 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. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire\xe2\x80\x99s control. \n'b'  Charm . The vampire warlord targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17  Wisdom  saving throw against this magic or be  charmed  by the vampire. The  charmed  target regards the vampire as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the vampire\xe2\x80\x99s control, it takes the vampire\xe2\x80\x99s requests or  actions  in the most favorable way it can, and it is a willing target for the vampire\xe2\x80\x99s bite  attack . Each time the vampire or the vampire\xe2\x80\x99s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlord is destroyed, is on a different plane of existence than the target or takes a bonus action to end the effect. \n'b'  Malevolent Children of the Night (1/day) . The vampire warlord magically calls 4d4 swarms of bats or rats, provided that the sun isn\xe2\x80\x99t up. While outdoors, the vampire can call 3d6 worgs instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts 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 vampire warlord 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 vampire warlord moves up to its speed without provoking opportunity attacks. \n'b'  Melee Attack . The vampire warlord makes one with its maul. \n'b'  Bite (Costs 2 Actions) . The vampire warlord makes one bite  attack .'