Vampire Infernalist

( A Bastion of Hope )

Small undead (wizard), Lawful Evil

Armor Class16
Hit Points172 (23d8 + 69)
Speed40 ft., fly 40 ft.
STRDEXCONINTWISCHA
19 (+4) 16 (+3) 17 (+3) 20 (+5) 16 (+3) 18 (+4)
Saving ThrowsCon +8, Int +10
SkillsArcana +10, Perception +8, Religion +10, Stealth +8
Damage Vulnerabilities—
Damage Resistancesfire; necrotic; poison
Damage Immunities—
Condition Immunitiespoisoned
SensesDarkvision 120 ft. (unimpeded by magical Darkness), passive Perception 18
LanguagesCommon, Infernal
Challenge14

Traits

Legendary Resistance (3/Day, or 4/Day in Lair).

If the vampire fails a saving throw, it can choose to succeed instead.

Misty Escape.

If the vampire drops to 0 Hit Points outside its resting place, the vampire uses Shape-Shift to become mist (no action required). If it can't use Shape-Shift, it is destroyed.

While it has 0 Hit Points in mist form, it can't return to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it returns to its vampire form and has the Paralyzed condition until it regains any Hit Points, and it regains 1 Hit Points after spending 1 hour there.

Vampire Weakness.

The vampire has these weaknesses:

  • The vampire can't enter a residence without an invitation from an occupant.

  • The vampire takes 20 Acid damage if it ends its turn in running water.

  • If a weapon that deals Piercing damage is driven into the vampire's heart while the vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.

  • The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

Actions

Multiattack (Vampire Form Only).

The vampire makes two Hellfire Claw attacks and uses Bite.

Hellfire Claw (Vampire Form Only).

Melee Attack Roll: +9, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage plus 10 (3d6) Fire damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.

Bite (Imp or Vampire Form Only).

con DC 18, one creature within 5 feet that is willing or that has the Grappled, Incapacitated, or Restrained condition. Failure: 6 (1d4 + 4) Piercing damage plus 16 (3d10) Necrotic damage and the creature loses its highest-level available spell slot (if any). The target's Hit Points maximum decreases by an amount equal to the Necrotic damage taken, and the vampire regains Hit Points equal to that amount. A Humanoid reduced to 0 Hit Points by this damage and then buried rises the following sunset as a Vampire Spawn under the vampire's control.

Legendary Actions

Hellfire Strike.

The vampire moves up to half its Speed, and it makes one Hellfire Claw attack.

Infernal Majesty.

cha DC 17, each creature in a 20-foot Emanation [Area of Effect] originating from the vampire. Failure: 9 (2d8) Psychic damage, and the target has the Frightened condition until the start of its next turn. Success: Half damage only. Success or Failure: The vampire can't take this action again until the start of its next turn.

Teleport.

The vampire teleports up to 30 feet to an unoccupied space it can see.

Spellcasting

The vampire casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):

At will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation

1/day: Wall of Fire

2/day: Scrying