b'Vampire Lord \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:  20 (+5)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +9,  Wisdom  +10,  Intelligence  +8,  Charisma  +9  Skills   Perception  +10,  Stealth  +9  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical weapons  Senses   darkvision  120 ft., passive  Perception  20  Languages  Common, Celestial  Challenge  15 (13,000 XP) \n'b' Special Traits \n'b'\n'b'  Shapechanger . If the vampire lord isn\xe2\x80\x99t in sunlight or running water, he can use his action to  polymorph  into a Tiny bat or a Medium cloud of mist, or back into his true form. While in bat form, the vampire lord can\xe2\x80\x99t speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, the vampire lord can\xe2\x80\x99t take any actions, speak, or manipulate objects. He 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 he can\xe2\x80\x99t pass through water. He has advantage on  Strength ,  Dexterity , and  Constitution  saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight. \n'b'  Legendary Resistance (3/day) . If the vampire lord fails a saving throw, he can choose to succeed instead. \n'b'  Misty Escape . When he drops to  0 hit points  outside his resting place, the vampire lord transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn\xe2\x80\x99t in sunlight or running water. If he can\xe2\x80\x99t transform, he is destroyed. While he has  0 hit points  in mist form, he can\xe2\x80\x99t revert to his vampire form, and he must reach his resting place within 2 hours or be destroyed. Once in his resting place, he reverts to his vampire form. He is then  paralyzed  until he regains at least 1 hit point. After spending 1 hour in his resting place with 0 hit points, he regains 1 hit point. \n'b'  Regeneration . The vampire lord regains 20 hit points at the start of his turn if he has at least 1 hit point and isn\xe2\x80\x99t in sunlight or running water. If he takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of his next turn. \n'b'  Spider Climb . The vampire lord can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Vampire Weaknesses . The vampire lord has the following flaws:  Forbiddance . The vampire lord can\xe2\x80\x99t enter a residence without an invitation from one of the occupants. \n'b'  Harmed by Running Water . The vampire lord takes 20 acid damage if he ends his turn in running water. \n'b'  Stake to the Heart . If a piercing weapon made of wood is driven into the vampire lord\xe2\x80\x99s heart while he is incapacitated in his resting place, the vampire lord is  paralyzed  until the stake is removed. \n'b'  Sunlight Hypersensitivity . The vampire lord takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on  attack  rolls and ability checks. \n'b'  Spellcasting . The vampire lord is an 11th-level spellcaster. His spellcasting ability is  Wisdom  (spell save DC 18, +10 to hit with spell attacks). He can cast the following spells:\n'b'\n'b'\n'b'  Cantrips (at will) :  guidance ,  resistance ,  sacred flame ,  thaumaturgy  \n'b'  1st level (4 slots) :  bane ,  bless ,  cure wounds ,  detect magic ,  inflict wounds  \n'b'  2nd level (3 slots) :  blindness/deafness ,  enhance ability ,  hold person ,  silence ,  spiritual weapon  \n'b'  3rd level (3 slots) :  animate dead ,  bestow curse ,  dispel magic ,  spirit guardians  \n'b'  4th level (3 slots) :  divination ,  freedom of movement  \n'b'  5th level (2 slots) :  contagion ,  hallow ,  planar binding  \n'b'  6th level (1 slots) :  blade barrier ,  forbiddance  \n'b'\n'b' Actions \n'b'\n'b'  Multiattack (Vampire Form Only) . The vampire lord makes two attacks, only one of which can be a bite  attack . \n'b'  Unarmed Strike (Vampire Form Only) .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire lord can grapple the target (escape DC 18). \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 lord, incapacitated, or  restrained .  Hit : 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire lord 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 lord\xe2\x80\x99s control. \n'b'  Charm . The vampire lord targets one humanoid it can see within 30 feet of it. If the target can see the vampire lord, the target must succeed on a DC 17  Wisdom  saving throw against this magic or be  charmed  by him. The  charmed  target regards the vampire lord as a trusted friend to be heeded and protected. Although the target isn\xe2\x80\x99t under the vampire lord\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 lord\xe2\x80\x99s bite attack. Each time the vampire lord or his 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 lord is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. \n'b'  Children of the Night (1/day) . The vampire lord magically calls 2d4 swarms of bats or rats, provided that the sun isn\xe2\x80\x99t up. While outdoors, the vampire lord can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying his spoken commands. The beasts remain for 1 hour, until the vampire lord dies, or until he dismisses them as a bonus action. \n'b'\n'b' Legendary Actions \n'b' A vampire lord 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 lord regains spent legendary actions at the start of its turn. \n'b'\n'b'  Move . The vampire lord moves up to his speed without provoking opportunity attacks. \n'b'  Unarmed Strike . The vampire lord makes one unarmed strike. \n'b'  Bite (Costs 2 Actions) . The vampire lord makes one bite  attack .'