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Vampire Lord Nemirtvi

Challenge
Terrain
str
19
dex
18
con
18
int
17
wis
15
cha
28

Armor Class 18 (full plate)

Hit Points 144 (17d8+68; bloodied 72)

Speed 30 ft., fly 40 ft. (hover)


Proficiency +5; Maneuver DC 17

Saving Throws Dex +9, Wis +7, Cha +9

Skills Arcana +8, Deception +9, Perception +7 (+1d8), Stealth +9

Damage Vulnerabilities radiant

Damage Resistances acid, cold, fire, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical non-silvered weapons

Damage Immunities poison

Condition Immunities fatigued , frightened , poisoned , rattled

Senses darkvision 120 ft., passive Perception 21

Languages Abyssal, Common, Draconic, Dwarvish, Elvish, Halfling, Infernal, Orcish, Undercommon; telepathy 100 ft.


Aura of Fear. A creature that starts its turn within 20 feet of Nemirtvi makes a DC 17 Wisdom saving throw . On a failure, it is frightened until the start of its next turn. If a creature’s saving throw is successful or the effect ends for it, it is immune to Nemirtvi’s Aura of Fear for 24 hours.

Devil's Sight. Magical darkness doesn't impede Nemirtvi’s darkvision.

Innate Spellcasting. Nemirtvi’s innate spellcasting ability is Charisma (spell save DC 17). He innately cast darkness and hallow at will, requiring no concentration or material components.

Regeneration. Nemirtvi regains 20 hit points at the start of his turn if he has at least 1 hit point and hasn’t taken radiant damage since his last turn.

Turn Resistance. Nemirtvi has advantage on saving throws against any effect that turns undead.

Vampire Weaknesses. When Nemirtvi ends his turn in contact with one of his weaknesses (such as being bathed in sunlight or running water), he takes 20 radiant damage. While in contact with his weakness, Nemirtvi can’t use his Regeneration trait.
 


ACTIONS

Multiattack (Vampire Form Only). Nemirtvi makes up to two grabs and a bite attack, or he attacks five times with his longswords.

Bite (Beast or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target that is grappled , incapacitated , restrained , or willing. Hit: 9 (1d10+4) piercing damage plus 14 (4d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and Nemirtvi regains this number of hit points. The reduction lasts until the target finishes a long rest. If the target is reduced to 0 hit points by this attack, it dies.

Grab (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8+4) bludgeoning damage. Instead of dealing damage, Nemirtvi can grapple the target (escape DC 17).

Magic Longswords (Vampire Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 9 (1d8+5) magical slashing damage.

Mist Form. Nemirtvi transforms into a mist or back into his true form. As mist he has a flying speed of 40 ft., can’t speak, can’t take actions or manipulate objects, is immune to nonmagical damage from weapons, and has advantage on saving throws and Stealth checks. He can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Anything Nemirtvi’s carrying transforms with him.


BONUS ACTIONS

Charm (Gaze). Nemirtvi magically targets a creature within 30 feet, forcing it to make a DC 17 Wisdom saving throw . If the target has at least one level of strife , it makes this saving throw with disadvantage . On a failure, the target is charmed by Nemirtvi for 24 hours. While charmed it regards him as a trusted friend and is a willing target for his bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to Nemirtvi’s Charm for 24 hours.


Crucial Escape (1/ Long Rest ). When an attack or spell would reduce Nemirtvi to 0 hit points, he is reduced to 1 hit point, transforms into a cloud of mist, and moves 40 feet.

Unholy Wound. When Nemirtvi hits the same creature two or more times with his longswords on his turn, or when he scores a critical hit, he can deliver an unholy wound that deals 3 (1d6) ongoing damage or increases the damage of an existing unholy wound by 3 (1d6). The ongoing damage ends when a creature uses an action to stanch the wound with a DC 17 Medicine check or when it receives magical healing.


LEGENDARY ACTIONS

Nemirtvi 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’s turn. He regains spent legendary actions at the start of his turn.

Attack. Nemirtvi attacks once with his grab or magical longsword.

Hide. Nemirtvi moves up to his Speed without provoking opportunity attacks and makes a Stealth check to hide.

Shapechange. Nemirtvi transforms into the shape of a Medium or smaller beast or back into his true form. While transformed, he has the beast’s size and movement modes. He can’t use reactions or legendary actions, and can’t speak. Otherwise, Nemirtvi uses his statistics. Anything he’s carrying transforms with him.

Bite (Costs 2 Actions). Nemirtvi attacks once with his bite.

Combat

Nemirtvi uses darkness to prepare 7 (2d6) pebbles which he throws outward (four at a time) onto up to 4 contiguous squares each. Otherwise he hides in plain sight as a statue, using his devastating bite attack before flanking with an ally, cutting the enemy down in a flurry of sword strikes the next round. When possible he uses charm to turn melee warriors against their allies, and if foes devise a means to foil his darkness pebbles the primal vampire targets a far more durable and immovable statue plinth instead. After taking 60 hit points of damage Nemirtvi goes into hiding for several rounds as he heals until an opportune moment to strike again presents itself.

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.