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Pact Vampire

Medium · Undead · CR 15 · Any Evil Alignment

Armor Class
16 (natural armor)
Hit Points and Hit Dice
178 (17d8 + 102)
Challenge Rating CR
15

Ability Scores

Core attributes and their modifiers.

STR
22
+6
DEX
16
+3
CON
22
+6
INT
17
+3
WIS
15
+2
CHA
20
+5

Overview

Category Monsters
Size Medium
Type Undead
Alignment Any Evil Alignment
XP 13000
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 120 ft (36.6 m)
Passive Perception 17

Saving Throws

Dexterity +8 Constitution +11 Wisdom +7 Charisma +10

Skills

Perception +7 Persuasion +10 Stealth +8

Languages

the languages it knew in life

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
poisoned

Traits

Blood Sense

The pact vampire can pinpoint the location of creatures that aren’t Constructs or Undead within 60 feet of it and can sense the general direction of such creatures within 1 mile of it.

Legendary Resistance (3/Day)

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

Poisonous Blood

A creature that hits the pact vampire with a melee attack while within 5 feet of it takes 7 (2d6) poison damage.

Regeneration

The pact vampire regains 25 hp at the start of its turn if it has at least 1 hp and isn’t in sunlight. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.

Undead Nature

The pact vampire doesn’t require air.

Vampire Weaknesses

The pact vampire has the following flaws:

Actions

Charm

One Humanoid the vampire can see within 30 feet of it must succeed on a DC 18 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the vampire's verbal commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on itself on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to this vampire's Charm for the next 24 hours.

Children of the Lower Planes

1/day

The pact vampire magically calls 2d4 dretches, 1d4 imps, or 1 bearded devil. The called Fiends arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The Fiends remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.

Claw

+11 to hit, reach 5 ft (1.5 m). Hit: 2d6+6 plus 3d8 poison damage.

Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 13 (3d8) poison damage.

Multiattack

The pact vampire makes three Claw attacks.

Legendary Actions

Call Blood

Cost 2

The pact vampire uses Call Blood.

Move

Cost 1

The pact vampire moves up to its speed without provoking opportunity attacks.

Spread Poison

Cost 2

The pact vampire's blood briefly turns into a mist around it. Each creature within 15 feet of the vampire must succeed on a DC 18 Constitution saving throw or take 14 (4d6) poison damage and be poisoned until the end of its next turn.

About Pact Vampire

Pact Vampire is a medium undead with a Challenge Rating of 15. It has a any evil alignment alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 178 hit points (derived from 17d8 + 102).

Pact Vampire has communication capabilities including the languages it knew in life. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Pact Vampire

2 tips available

When using Pact Vampire in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Regeneration Counterplay: This creature regenerates HP each turn! Players must deal enough damage to overcome regeneration. Certain damage types (acid, fire) may suppress regeneration. Plan sustained damage output.

Player Guide: Facing Pact Vampire

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Counter Regeneration: This creature regenerates HP each turn! Deal enough damage to overcome regeneration. Use acid or fire damage if it suppresses regeneration. Plan sustained damage output.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 15.

Solo Encounter:

A single character of level 19 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 24,000 XP
  • Hard: 36,000 XP
  • Deadly: 48,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Pact Vampire?
Pact Vampire has a Challenge Rating of 15, making it appropriate for parties of level 15.0.
What type of creature is Pact Vampire?
Pact Vampire is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Pact Vampire speak?
Pact Vampire can communicate in the languages it knew in life.

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