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Vampire Lord

Medium Undead, Lawful Evil


Armor Class 18 (natural armor)

Hit Points 172 (20d8+80)

Speed 30 ft. climb 30 ft.

STR 18 (+4)
DEX 20 (+5)
CON 18 (+4)
INT 16 (+3)
WIS 14 (+2)
CHA 20 (+5)

Saving Throws Dex +10, Wis +7, Cha +10

Skills Arcana +8, Stealth +9, Persuasion +10

Damage Vulnerabilities radiant

Damage Resistances necrotic; psychic

Damage Immunities poison, bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities charmed, frightened, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Common, Infernal, telepathy 60 ft.

Challenge 15 (13,000 XP) Proficiency Bonus +5


Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire lord regains 20 hit points at the start of its turn if it has at least 1 hit point.
Shapechanger. As an action, the vampire lord can polymorph into a Medium bat or wolf, or back into its true form.
Children of the Night. The vampire lord can summon 1d6 bats or wolves as a bonus action.
Innate Spellcasting. Vampire Lord's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells:
1/day each: dominate person, fear, vampiric touch
3/day each: charm person, darkness
At will: detect magic, minor illusion

Actions

Multiattack. The vampire lord makes two attacks, one with its bite and one with its claw.
Bite. Melee weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) piercing damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be grappled (escape DC 18).
Claw. Melee weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage.
Charm. The vampire lord targets one humanoid it can see within 30 feet. If the target can see the vampire lord, it must succeed on a DC 18 Wisdom saving throw or be charmed for 24 hours.

Reactions

Misty Escape. When the vampire lord takes damage, it can use its reaction to turn into a mist and move up to 30 feet.

Legendary Actions

The vampire lord can take 3 legendary actions, choosing from the options below, regaining spent legendary actions at the start of its turn.

Detect. The vampire lord makes a Wisdom (Perception) check.
Bite Attack. The vampire lord makes a bite attack.
Summon Minions (Costs 2 Actions). The vampire lord summons one vampire spawn as an ally that appears in an unoccupied space within 30 feet of it.

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Lore & Description

Appearance

The vampire lord is a tall, pale figure with sharp fangs and piercing red eyes. Its dark, flowing cloak moves like shadows, intertwining with the night air. The lord's skin feels cold to the touch, and an aura of dread surrounds its presence.

Behavior & Origins

Once a nobleman in life, the vampire lord now rules the ancient castle, a sprawling estate filled with dark magic and undead minions. It seeks to expand its influence over the area, preying on the weak and using its charm to bend others to its will. The lord revels in the darkness, often hosting extravagant parties for unwitting victims.

Monster Image

Vampire Lord

Generation Info

Original prompt:
"A vampire lord of an ancient castle"

Created: Jan 28, 2026
Modified: May 31, 2026

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