Grand Vampire
The 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's turn. The vampire regains spent legendary actions at the start of its turn. Move. The vampire moves up to its speed without provoking opportunity attacks . Unarmed Strike. The vampire makes one unarmed strike. Bite (Costs 2 Actions). The vampire makes one bite attack. Violent Slam (Costs 2 Actions).
Armor Class 17 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
Saving Throws Dex +11, Wis +9, Cha +11
Skills Perception +9, Stealth +11 Proficiency Bonus +6
Damage Vulnerabilities —
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic
Condition Immunities exhaustion
Senses passive Perception 10
Languages the languages it knew in life
Challenge 20 (25.000 XP)
Actions
Reactions
Legendary Actions
⚠️ D&D Wiki Homebrew
This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.
Source: D&D Wiki - Grand Vampire (5e Creature)
This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.
Formatted by BubblyBards.