b'Vampire Warlock \n'b'  Family:   Vampires  \n'b'  Medium   undead  (shapechanger),  lawful evil  \n'b'  Armor Class  16 (natural armor)  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   Dex  +9,  Wis  +7,  Cha  +9  Skills   Perception  +7,  Stealth  +9  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Senses  darkvision 120 ft., passive Perception 17  Languages  the languages it knew in life  Challenge  13 (10,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Shapechanger : If the vampire warlock 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 warlock 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 warlock 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\xe2\x80\x99t 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 warlock 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 warlock 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 warlock form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire warlock 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 warlock 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 warlock takes radiant damage or damage from holy water, this trait doesn\xe2\x80\x99t function at the start of the vampire warlock\xe2\x80\x99s next turn. \n'b'  Spider Climb : The vampire warlock can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'  Vampire Weaknesses : The vampire warlock has the following flaws:\n'b'\n'b'\n'b'  Stake to the Heart : If a piercing weapon made of wood is driven into the vampire warlock\xe2\x80\x99s heart while the vampire warlock is incapacitated in its resting place, the vampire warlock is  paralyzed  until the stake is removed. \n'b'  Sunlight Hypersensitivity : The vampire warlock 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'  Innate Spellcasting . The vampire warlock\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 17). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will :  darkness ,  dominate person ,  invisibility ,  misty step  \n'b'  1/day each : arms of hadar,  disguise self , dissonant whispers,  detect thoughts ,  hold monster  \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack (Vampire Form Only) : The vampire warlock 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 creature.  Hit : 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire warlock 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, or a creature that is  grappled  by the vampire warlock, 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 warlock 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 warlock spawn under the vampire warlock\xe2\x80\x99s control. \n'b'  Bloody Arms . The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage. \n'b'  Call the Blood . The vampire warlock targets one  humanoid  it can see within 60 feet. The target must be injured (has fewer than its normal maximum  hit points ). The target\xe2\x80\x99s blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a  long rest ; a successful DC 17  Constitution  saving throw prevents both effects. The vampire warlock regains  hit points  equal to half the damage dealt. \n'b'  Blood Puppet . The vampire warlock targets one  humanoid  it can see within 30 feet. The target must succeed on a DC 17  Wisdom  saving throw or be dominated by the vampire warlock as if it were the target of a  dominate person  spell. The target repeats the saving throw each time the vampire warlock or the vampire\xe2\x80\x99s companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn\xe2\x80\x99t need to concentrate on maintaining the effect. \n'b'  Children of Hell (1/Day) . The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The vampire warlock 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 warlock regains spent legendary actions at the start of its turn. \n'b'\n'b'  Misty Step . The vampire warlock uses  misty step . \n'b'  Unarmed Strike . The vampire warlock makes one unarmed strike. \n'b'  Call the Blood (Costs 2 Actions) . The vampire warlock uses call the blood. \n'b'\n'b' ABOUT \n'b' A vampire warlock warlock has made 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. Its thirst becomes so all-consuming that the vampire warlock warlock can draw the blood of others through the air to its open maw. \n'b' A vampire warlock warlock isn\xe2\x80\x99t subject to the Forbiddance or Harmed by Running Water weaknesses of standard vampire warlocks, and it takes only 10 radiant damage from direct sunlight instead of 20.'