Monster
Vampire Infernalist
Outside your table’s allowed sources
Official reference · ABH · 2014
- Creature type
- Undead
- Size
- Small/Medium
- Armor class
- 16
- Hit points
- 172 (23d8 + 69)
- Speed
- Walk 40 ft., Fly 40 ft.
- Challenge rating
- 14
- Alignment
- Lawful Evil
- Strength
- 19
- Dexterity
- 16
- Constitution
- 17
- Intelligence
- 20
- Wisdom
- 16
- Charisma
- 18
- Passive Perception
- 18
- Initiative
- +13
- Saving Throws
- con: +8; int: +10
- Skills
- arcana: +10; perception: +8; religion: +10; stealth: +8
- Senses
- Darkvision 120 ft. (unimpeded by magical Darkness)
- Languages
- Common, Infernal
- Resistances
- fire, necrotic, poison
- Condition Immunities
- poisoned
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 Point after spending 1 hour there.
Vampire Weakness
The vampire has these weaknesses:
- Forbiddance: The vampire can't enter a residence without an invitation from an occupant.
- Running Water: The vampire takes 20 Acid damage if it ends its turn in running water.
- Stake to the Heart: 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.
- Sunlight: 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: +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)
Constitution Saving Throw: 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 Point 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.
Bonus actions
Shape-Shift
If the vampire isn't in sunlight or running water, it shape-shifts into a Tiny imp (Speed 20 ft., Fly Speed 40 ft.), or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft. [hover]), or it returns to its vampire form. Anything it is wearing transforms with it.
While in imp form, the vampire's game statistics, other than its size and Speed, are unchanged.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless and can enter an enemy's space and stop there. If air can pass through a space, the mist can do so, but it can't pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.
Legendary action uses: 3 (4 in its lair). The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Hellfire Strike
The vampire moves up to half its Speed, and it makes one Hellfire Claw attack.
Infernal Majesty
Charisma Saving Throw: DC 17, each creature in a 20-foot Emanation 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.
The vampire teleports up to 30 feet to an unoccupied space it can see.
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
Regional effects
The region containing an infernalist's lair is warped by its presence, creating the following effects, all of which happen at the vampire's discretion:
- Diabolic Beasts: Animals in the vampire's domain serve the vampire's will. From dusk until dawn, Medium or smaller Beasts have the Charmed condition while within 1 mile of the lair.
- Drained Essence: Grasping shadows within 1 mile of the lair sap the body and mind. Creatures (excluding the vampire and its allies) that finish a Short or Long Rest while within 1 mile of the lair make a DC 15 Wisdom saving throw. On a failed save, a creature can't spend Hit Point Dice at the end of the rest and doesn't regain Hit Points, Hit Point Dice, or spell slots at the end of the rest.
- Tenacious Lore: Within 1 mile of the lair, flame doesn't burn written material.
If the infernalist dies or moves its lair elsewhere, these effects end immediately.