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by Mike on 12 July 2010
Vampires are a staple monster in nearly every Dungeons and Dragons campaign. They invoke a common sense of mystery and dread, something we would almost love to be and certainly love to kill. Today we're going to build some unique high level vampires, each with unique abilities and using techniques learned from the recent Monster Manual 3. The creatures below are intended for groups between level 23 and level 25 depending on the challenge you wish to provide.
Note: These creatures have had their damage boosted using the new damage output charts in the July update. You are best off consulting this chart or Jhaelen's chart posted at enWorld.
Vampire Guardian
We begin with the Vampire Guardian. This armored soldier acts as the front line for a group of vampires. They stand firm in front of the others, avoiding most of the vampiric subtlety of other members and going in straight for the kill. All of the vampires in this article have unique gaze attacks that fit the type of creature they are. Rather than a straight dominate, the vampire knight has an ability to push away those he cares not to face. He might use this on a troublesome defender, for example, so he can get to the back line strikers. The Vampire Guardian's blade is coated in its own blood, stealing the life out of those it strikes.
Vampire GuardianLevel 25 Soldier
Initiative +25 AC 41;Fortitude 38; Reflex 37;Will 36 HP 234; Bloodied 117 Immune disease, poison; Resist 15 necrotic; Vulnerable 10 radiant; Speed 6Standard Actions
Life Draining Longsword - At-Will
+30 vs AC; 2d12+20 damage; the target is marked and loses a healing surge.
Minor Actions
Shield Slam; Recharge 5,6
+28 vs Fortitude; target is stunned.
Dread Gaze; Recharge 4,5,6
range 20; +28 vs Will; target is pushed 4 and weakened. This attack does not provoke opportunity attacks.
Triggered Actions
Lethal Guard - when a marked enemy shifts or attacks another.
make a longsword attack
Vampire Assassin
The vampire assassin is a clear lurker, seeking to strike those upon whom it has combat advantage for maximum effect. Like the Guardian, it has a unique gaze attack that assists it. In this case, the attack confuses its target giving it combat advantage and a further reduction in the target's defenses.
Vampire AssassinLevel 25 Skirmisher
Initiative +25 AC 39; Fortitude 37; Reflex 40; Will 35 HP 236; Bloodied 118 Immune disease, poison; Resist 15 necrotic; Vulnerable 10 radiant; Speed 8; Spiderclimb 5Traits
Vampiric Assassination - At-Will
+15 damage with Combat Advantage
Standard Actions
Bloodletter - At-Will
+30 vs AC; 4d6+19 and ongoing 10 damage.
Dance of Death - Recharge 4,5,6
Shift 6 and make two Bloodletter attacks before, during, or after the shift.
Minor Actions
Gaze of Confusion; Recharge 4,5,6
+28 vs Will; Target grants combat advantage and takes -2 to defenses (save ends).
Vampire Bloodhunter
Not all vampires are as strong as those above. Some, the younger spawn left behind in the vampire's quest for blood, rise as near-mindless beasts.
Vampire BloodhunterLevel 25 Minion Skirmisher
Initiative +21 AC 39; Fortitude 34; Reflex 39; Will 33 Speed 6; Spiderclimb 6Standard Actions
Tearing Claws - At-Will
+30 vs AC; 16 damage.
Triggered Actions
Bloody Death - when reduced to 0
close burst 2; +30 vs Reflex; 20 necrotic damage
Vampire Mastermind
A vampire mastermind controls all of the others. This mastermind is a master of deception, turning friends against one another and using his mastery of dark magic to draw blood even when far away from his target.
Vampire MastermindLevel 28 Elite Controller
Initiative +22 HP 500; Bloodied 250 AC 45; Fortitude 42; Reflex 44; Will 43 Immune disease, poison; Resist 30 necrotic; Saving Throws +2 Speed 6; Levitate 4 Action Points 1Standard Actions
Chilling Touch - At-Will
+31 vs Fort; 1d6+18 damage.
Arcane Bolts - At-Will
+33 vs Reflex; two targets; three targets when bloodied; 3d10+19 damage; if two bolts strike the same target, the target is dazed until end of this creature's next turn
Vascular Purge - Encounter; Recharges when Bloodied
Range 20; +33 vs Fort; 4d8+27 necrotic and target is weakened (save ends). Two targets when bloodied.
Minor Actions
Friend to Foe - Recharge 5,6
Two Targets; +33 vs Will; target moves its speed and makes a basic melee attack against a target of Zovelle's choice. Aftereffect: The target is dazed (save ends)
Triggered Actions
Bloodcloud Teleport - reaction when struck with a melee attack; Recharge 4,5,6
Effect: Zovelle teleports 10; +33 vs Fort on attacking target; 4d8+18 necrotic damage.
These vampires are designed for high level encounters but it would be easy to lower them to a more appropriate level should you wish them for a lower level group. Consult the tables in the Dungeon Master's Guide 2 for appropriate defenses, attack scores, and damage. When calculating damage, double the static damage bonus if the vampires are paragon tier or above.
Hopefully these vampires will give your group the scare they deserve.
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